L'archivage Des Jeux Vidéo, De La Fin Des Années 1990 À Aujourd'hui

Total Page:16

File Type:pdf, Size:1020Kb

L'archivage Des Jeux Vidéo, De La Fin Des Années 1990 À Aujourd'hui Mémoire / août 2018 Parcours – archives numériques Mention – sciences de l’information et des bibliothèques Domaine - sciences humaines et sociales Diplôme national de master Professeur et directeur de la recherche à Robert l’ENSSIBdedirection la Pascal Sous – Université de Lyon Brochier Fanny des années 1990 à aujourd’hui L’archivage des jeux vidéo, de la fin Remerciements Je tiens tout d’abord à remercier Pascal Robert, mon directeur de recherche, pour ses précieux conseils, ainsi que Benoît Epron pour le soutien apporté au début de mes recherches. Ensuite, une pensée particulière pour les quelques personnes ayant accepté de répondre à mes questions et sans qui je n’aurai peut-être pas pu terminer ce mémoire. Enfin, un immense merci à mes proches, qui m’ont épaulée durant mon travail et m’ont permis de tenir pendant tout ce marathon, jusqu’à la ligne d’arrivée. Merci donc à ma famille ainsi qu’à mes amis Émilie, Tiago, Morgane, Lily, Lionel, Ophélia, Lunare, Nicolas, Odin, Abby et Lin pour leur présence et leur bienveillance. Et parce qu’il faut bien savoir rire un peu, je remercie mes sponsors non- officiels, à savoir les marques et boutiques de thé de Lyon, qui m’ont fournie tout au long du processus de recherche, de lecture et de rédaction. Parce qu’on écrit bien mieux avec une bonne tasse de thé près de soi. BROCHIER Fanny | M2 ARN | Mémoire | août 2018 - 3 - Résumé : Ce mémoire s’attache à étudier, analyser et décrypter les pratiques d’archivage dans le jeu vidéo (surtout français) dans le but de proposer des pistes d’amélioration pour l’avenir, notamment par une approche de type Records Management. Descripteurs : jeu vidéo, archivage, conservation, Records Management. Abstract : In this thesis, the main point is to study analyze how video games are preserved, especially in France. The goal is to emit ideas on how to preserve video games, with a Records Management approach. Keywords : video games, preservation, archiving, Records Management. Droits d’auteurs Cette création est mise à disposition selon le Contrat : Paternité-Pas d'Utilisation Commerciale-Pas de Modification 4.0 France disponible en ligne http://creativecommons.org/licenses/by-nc-nd/4.0/deed.fr ou par courrier postal à Creative Commons, 171 Second Street, Suite 300, San Francisco, California 94105, USA. BROCHIER Fanny | M2 ARN | Mémoire | août 2018 - 4 - Sommaire SIGLES ET ABRÉVIATIONS.....................................................................................7 INTRODUCTION..........................................................................................................9 POURQUOI ET COMMENT ARCHIVER LE JEU VIDÉO À PARTIR DE LA FIN DES ANNÉES 1990 ?..........................................................................................13 Qu’est-ce qu’un jeu vidéo ?...................................................................................14 1.1 – De l’idée à la clef d’activation du produit : entre ludique et informatique...........................................................................................................16 1.2 – Serious Games, réalité virtuelle, gamification, mondes en ligne persistants… Est-il encore possible voire nécessaire de définir le jeu vidéo ? .................................................................................................................................19 La patrimonialisation du jeu vidéo en France...................................................22 1.3 – Conservation, émulation, valorisation : le travail des institution et des associations en France.........................................................................................23 1.4 – Une capitalisation de la dimension artistique encore timide..................25 Jeu vidéo et archivage : état des lieux en France..............................................28 1.5 – 2017, l’année de la prise de conscience ?.................................................29 1.6 – Une pratique encore marginale de la part des studios............................32 PARTIE 2 – ARCHIVAGE ET JEU VIDÉO SONT-ILS COMPATIBLES ?....35 L’archivage, principe et enjeux............................................................................36 2.1 – L’archivage et le jeu vidéo : quelles possibilités, quels croisements ?..38 2.2 – Portages, nouvelles versions, remasters : le problème posé par les multiples itérations d’un même titre....................................................................41 La conservation du jeu vidéo et la gestion des risques : l’alliance impossible ?..............................................................................................................44 2.3 – La grande diversité de l’industrie : un frein pour discuter de politiques d’archivage ?.........................................................................................................45 2.4 – Le problème du online et du mobile gaming : ces jeux « morts » ou disparus..................................................................................................................48 Disparition des données, abandon, etc. Deux cas d’étude...............................52 2.5 – Kingdom Hearts (2002) : recréer un jeu après une perte de données, par un géant de l’industrie japonaise (Square-Enix)................................................53 2.6 – Downfall (2009 et 2016) : réécriture d’un jeu après abandon par son créateur, acteur du monde du jeu vidéo indépendant (Harvester Games).......55 PARTIE 3 – DU CODE SOURCE À LA VERSION GOLDMASTER, COMMENT ARCHIVER UN JEU VIDÉO DANS UNE DÉMARCHE RECORDS MANAGEMENT ?.................................................................................59 Déterminer la démarche de conservation...........................................................60 3.1 – Version de travail, version finale, version « Gold », que garder ?.........63 3.2 – L’obsolescence des supports et la dégradation des matériaux : des enjeux qui concernent tout le secteur..................................................................65 Adopter une démarche Records Management pour assurer la pérennité des œuvres........................................................................................................................67 3.3 – Authenticité, fiabilité, traçabilité, exploitabilité et intégrité : comment appliquer ces grands principes au jeu vidéo ?...................................................68 3.4 – Étude de cas : le projet de Marc Kruzik de dépôt légal de jeux vidéo français à la BnF...................................................................................................71 BROCHIER Fanny | M2 ARN | Mémoire | août 2018 - 5 - De la nécessité pour l’industrie de prendre conscience des enjeux dès maintenant................................................................................................................73 3.5 – Crunch et spécificités du secteur : comment penser sur le long terme ? .................................................................................................................................74 3.6 – Le risque de la disparition des œuvres et la nécessité d’une sensibilisation dès aujourd’hui : quelques pistes de réflexion.........................77 CONCLUSION.............................................................................................................79 SOURCES.....................................................................................................................81 BIBLIOGRAPHIE.......................................................................................................83 ANNEXES.....................................................................................................................89 GLOSSAIRE...............................................................................................................111 TABLE DES MATIÈRES.........................................................................................115 BROCHIER Fanny | M2 ARN | Mémoire | août 2018 - 6 - Sigles et abréviations Pour des explications plus détaillées sur les différents termes techniques utilisés, se référer au glossaire présent à la fin du mémoire. A AFJV : Association française pour le Jeu Vidéo B BnF : Bibliothèque Nationale de France C CNJV : Conservatoire National du Jeu Vidéo D DRM : Digital Rights Management O OST : Original SoundTrack, la bande originale d’un jeu vidéo. R RM : Records Management S STJV : Syndicat des travailleurs et travailleuses du jeu vidéo BROCHIER Fanny | M2 ARN | Mémoire | août 2018 - 7 - INTRODUCTION Apparu entre les années 1960 et 1970, le jeu vidéo, alors appelé « jeu électronique »1 s’est depuis considérablement développé, notamment grâce à l’évolution des supports technologiques. Ainsi est-il possible d’arpenter désormais des univers immenses et photoréalistes, sans temps de chargement, accompagné d’une musique orchestrale ; les animations deviennent de plus en plus précises, crédibles, et le jeu vidéo comme média a désormais gagné ses lettres de noblesse via l’appellation de « Dixième art » grâce au Ministère de la Culture depuis 2006. D’après le rapport 2016 du S.E.L.L. (Syndicat des éditeurs de logiciels de loisirs), le marché du jeu vidéo a généré 3,46 milliards d’euros, répartis en trois « écosystèmes » : console, gaming pc et mobile2. Les rapports régulièrement fournis par le S.E.L.L. (le dernier datant de juillet 2017 3) permettent de voir qui achète quoi et dans quel cadre. Pour autant, le marché reste très diversifié, avec des titres vendus simultanément sur plusieurs supports (exemple : sur un support physique type
Recommended publications
  • Video Game Preservation in the UK: a Survey of Records Management Practices
    n Bachell, A., and Barr, M. (2014) Video game preservation in the UK: a survey of records management practices. International Journal of Digital Curation, 9 (2). pp. 139-170. ISSN 1746-8256 Copyright © 2014 The Authors http://eprints.gla.ac.uk/98882/ Deposited on: 31 October 2014 Enlighten – Research publications by members of the University of Glasgow http://eprints.gla.ac.uk IJDC | Peer-Reviewed Paper Video Game Preservation in the UK: Independent Games Developers’ Records Management Practices Alasdair Bachell Matthew Barr Perth and Kinross Council Archives HATII, University of Glasgow Abstract Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility.
    [Show full text]
  • The Legality and Morality of Video Game Emulation (Research-In- Progress)
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by AIS Electronic Library (AISeL) Association for Information Systems AIS Electronic Library (AISeL) SAIS 2020 Proceedings Southern (SAIS) Fall 9-11-2020 The Legality and Morality of Video Game Emulation (Research-In- Progress) Mehruz Kamal State University of New York at Brockport, [email protected] Xavier Vogel State University of New York at Brockport, [email protected] Follow this and additional works at: https://aisel.aisnet.org/sais2020 Recommended Citation Kamal, Mehruz and Vogel, Xavier, "The Legality and Morality of Video Game Emulation (Research-In- Progress)" (2020). SAIS 2020 Proceedings. 14. https://aisel.aisnet.org/sais2020/14 This material is brought to you by the Southern (SAIS) at AIS Electronic Library (AISeL). It has been accepted for inclusion in SAIS 2020 Proceedings by an authorized administrator of AIS Electronic Library (AISeL). For more information, please contact [email protected]. Kamal & Vogel The Legality and Morality of Video Game Emulation THE LEGALITY AND MORALITY OF VIDEO GAME EMULATION Mehruz Kamal Xavier Vogel State University of New York at Brockport State University of New York at Brockport [email protected] [email protected] ABSTRACT The purpose of this paper is to examine the various factors surrounding video game emulation as well as the legal and moral implications of the technology. Firstly, the background and history of the technology is described and explored. Next, the laws surrounding emulation are examined, with it being shown that a great deal of people are not aware of how the law impacts the technology and the consequences of this.
    [Show full text]
  • Documenting Videogame Communities
    Documenting Videogame Communities Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Distribution: Department of ALM Uppsala University Box 625 751 26 Uppsala [email protected] Documenting Videogame Communities A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation Olle Sköld Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Dissertation presented at Uppsala University to be publicly examined in Humanistiska Teatern, Thunbergsvägen 3H, Uppsala, Friday, 2 March 2018 at 13:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Faculty examiner: Associate Professor Kiersten Latham (School of Information, Kent State University). Abstract Sköld, O. 2018. Documenting Videogame Communities. A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation. Skrifter utgivna vid institutionen för ABM vid Uppsala universitet 7. 164 pp. Uppsala: Department of ALM. ISBN 978-91-506-2676-6. Drawing on the disciplines of library and information studies and archival studies, this study seeks to explore the production of information in online videogame communities and to elucidate how such insights can offer practical and conceptual support to the knotty issue of how to preserve those sociocultural aspects of videogames that exist 'beyond' the code and audiovisual data resources of the videogame itself. This is accomplished in two principal moves: (i) by delving into the current state of socioculturally-focused videogame preservation and; (ii) by inquiring into the production of information carried out by videogame communities in what arguably is one of their most important interfaces of interaction—discussion forums, wikis, and other social-media services.
    [Show full text]
  • Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games
    64 Keeping the Game Alive The International Journal of Digital Curation Issue 1, Volume 5 | 2010 Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games Mark Guttenbrunner, Christoph Becker, Andreas Rauber, Vienna University of Technology Abstract Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games. This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process.
    [Show full text]
  • The Current State of Software Preservation Nicole Contaxis, National Digital Stewardship Resident at the National Library of Medicine
    Contaxis 1 The Current State of Software Preservation Nicole Contaxis, National Digital Stewardship Resident at the National Library of Medicine Executive Summary Software preservation is an important part of the stewardship of cultural, scientific and social history. This report outlines several ongoing projects and their preservation strategies. While many of these strategies include preserving software as an interactive digital object, strategies that simply document the software, like recording game play in online video games, are also included. The paper begins by outlining key tools and concepts as well as the over-arching obstacles to software preservation, including a lack of contemporaneous documentation, the wide variety of use cases for software, and copyright. Afterwards it discusses three categories of software preservation projects: software collections in libraries and archives, digital art conservation, and computational reproducibility. With in-depth discussions of the benefits and problems with many of these projects, the paper discusses how different strategies best serve different types of software, institutions, and budgets. Both technical and administrative strategies are considered. Projects addressed include the National Software Reference Library (NSRL), the Olive Archive, Emulation as a Service, the work at Rhizome, the Game Play Capture Project at the Strong Museum of Play, the Astrophysics Code Library (ACL), and others. Introduction Preserving software is a vital aspect of the stewardship of cultural, scientific, and social history. The 2015 National Agenda for Digital Stewardship calls for serious action in the realm of software preservation. It states, “[Software] is both the key to accessing and making sense of digital objects and an increasingly important historical artifact in its own right.”1 The document argues that preserving software is necessary for two reasons: (1) it is a cultural artifact worthy of historic study in its own right; and (2) it is a means to access data and content held in obsolete formats.
    [Show full text]
  • Videogame Preservation and Copyright Law
    This is a repository copy of Making videogame history: videogame preservation and copyright law. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/137835/ Version: Accepted Version Article: Lee, Y. (2018) Making videogame history: videogame preservation and copyright law. Interactive Entertainment Law Review, 1 (2). pp. 103-108. ISSN 2515-3870 https://doi.org/10.4337/ielr.2018.02.03 © Lee, Y., 2018. The definitive, peer reviewed and edited version of this article is published in Interactive Entertainment Law Review, 2 (1), 103-108, 2018 Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Making Videogame History: Videogame Preservation and Copyright Law 1. Introduction The long-term archiving and preservation of videogames has become a topic of increasing concern to the cultural heritage sector.1 The continued accessibility of older videogames is
    [Show full text]
  • Video Games As Objects and Vehicles of Nostalgia
    humanities Article Video Games as Objects and Vehicles of Nostalgia Péter Kristóf Makai Centre for Intermedial and Multimodal Studies, Department of Film and Literature, Linnaeus University, 352 55 Växjö, Sweden; [email protected] Received: 20 October 2018; Accepted: 22 November 2018; Published: 25 November 2018 Abstract: Barely 50 years old, video games are among the newest media today, and still a source of fascination and a site of anxiety for cultural critics and parents. Since the 1970s, a generation of video gamers have grown up and as they began to have children of their own, video games have become objects evoking fond memories of the past. Nostalgia for simpler times is evident in the aesthetic choices game designers make: pixelated graphics, 8-bit music, and frustratingly hard levels are all reminiscent of arcade-style and third-generation console games that have been etched into the memory of Generation X. At the same time, major AAA titles have become so photorealistic and full of cinematic ambition that video games can also serve as vehicles for nostalgia by “faithfully” recreating the past. From historical recreations of major cities in the Assassin’s Creed series and L. A. Noire, to the resurrection of old art styles in 80 Days, Firewatch or Cuphead all speak of the extent to which computer gaming is suffused with a longing for pasts that never were but might have been. This paper investigates the design of games to examine how nostalgia is used to manipulate affect and player experience, and how it contributes to the themes that these computer games explore.
    [Show full text]
  • Preserving and Disseminating Emerging Forms of Digital Scholarship in Academic and Research Libraries: the EDS Report
    CORE Metadata, citation and similar papers at core.ac.uk Provided by The University of Utah: J. Willard Marriott Digital Library 1 Preserving and Disseminating Emerging Forms of Digital Scholarship in Academic and Research Libraries: The EDS Report By Anne Morrow & Tallie Casucci Version 01.0 November 22, 2019 Preserving and Disseminating Emerging Forms of Digital Scholarship in Academic and Research Libraries: The EDS Report 1 Acknowledgments 1 Introduction 2 Collection Development 8 Curation 10 Metadata 12 Archiving 16 Preservation 19 Resources 24 Bibliography 25 Definitions 31 About the Authors and Editor 31 Acknowledgments We wish to thank Ashley Sands, Ambra Gagliardi, Leah Donaldson, AJ Dimick, Roger Altizer, Jose Zagal, Bob Kessler, Ryan Bown, Gabe Olsen, Ashley Brown, Topher 2 Nadauld, Clayton Mann, Allyson Mower, Nancy Lombardo, Mark Durham, Rebekah Cummings, Kinza Masood, David Roh, Alberta Comer, Rick Anderson, Alfred Mowdood, Peter Kraus, Greg Hatch, Tawnya Keller, Jeremy Myntti, Brain McBride, Daureen Nesdill, and Chris Erickson for their support and generously sharing their wisdom and insight. This publication was made possible in part by the Institute of Museum and Library Services (LG- 74-18-0111-18). The views, findings, conclusions or recommendations expressed in this report do not necessarily represent those of the Institute of Museum and Library Services. Este proyecto ha sido posible en parte por el Instituto de Servicios de Museos y Bibliotecas LG- 74-18-0111-18. The Institute of Museum and Library Services is the primary source of federal support for the nation’s libraries and museums. We advance, support, and empower America’s museums, libraries, and related organizations through grantmaking, research, and policy development.
    [Show full text]
  • Empirical Evaluation of Metadata for Video Games and Interactive Media
    Syracuse University SURFACE School of Information Studies - Faculty Scholarship School of Information Studies (iSchool) 12-1-2015 Empirical Evaluation of Metadata for Video Games and Interactive Media Rachel I. Clarke Syracuse University Jin Ha Lee University of Washington Andrew Perti Seattle Interactive Media Museum Follow this and additional works at: https://surface.syr.edu/istpub Part of the Cataloging and Metadata Commons, and the Interdisciplinary Arts and Media Commons Recommended Citation Clarke, Rachel I.; Lee, Jin Ha; and Perti, Andrew, "Empirical Evaluation of Metadata for Video Games and Interactive Media" (2015). School of Information Studies - Faculty Scholarship. 172. https://surface.syr.edu/istpub/172 This Article is brought to you for free and open access by the School of Information Studies (iSchool) at SURFACE. It has been accepted for inclusion in School of Information Studies - Faculty Scholarship by an authorized administrator of SURFACE. For more information, please contact [email protected]. Empirical Evaluation of Metadata for Video Games and Interactive Media [preprint] Jin Ha Lee (corresponding author) Information School, University of Washington Mary Gates Hall, Suite 370, Seattle WA 98195 Phone: 206.685.0153, Email: [email protected] Rachel Ivy Clarke Information School, University of Washington Mary Gates Hall, Suite 370, Seattle WA 98195 Phone: 206.685.0153, Email: [email protected] Andrew Perti Seattle Interactive Media Museum 305 Harrison St, Seattle WA 98109 Phone: 518.653.5864 Email: [email protected] Abstract Despite increasing interest in and acknowledgement of the significance of video games, current descriptive practices are not sufficiently robust to support searching, browsing, and other access behaviors from diverse user groups.
    [Show full text]
  • Universidad De Guadalajara
    Universidad de Guadalajara Centro Universitario en Arte, Arquitectura y Diseño Doctorado Interinstitucional en Arte y Cultura Tema de Tesis: En contra de la momificación. Los videojuegos como artefactos de cultura visual contemporánea: la emulación y simulación a nivel circuito, a modo de tácticas de su preservación Tesis que para obtener el grado de Doctor en Arte y Cultura Presenta: Romano Ponce Díaz Director de Tesis: Dr. Jorge Arturo Chamorro Escalante Línea de Generación y Aplicación del Conocimiento: Artes Visuales. Guadalajara, Jalisco, febrero del 2019 1 En contra de la momificación. Los videojuegos como artefactos de cultura visual contemporánea: la emulación y simulación a nivel circuito, a modo de tácticas de su preservación. ©Derechos Reservados 2019 Romano Ponce Díaz [romano.ponce@ alumnos.udg.mx] 2 ÍNDICE DE ILUSTRACIONES. 8 ÍNDICE DE TABLAS. 8 1.1 PRESENTACIÓN 9 1.2 AGRADECIMIENTOS 11 1.3 RESUMEN 13 1.4 ABSTRACT 14 2 PRIMER NODO: EXPOSICIÓN. 16 2.1.1 CAPÍTULO 2. EL PROBLEMA PREFIGURADO: 19 2.2 OTRO EPÍLOGO A MANERA DE PRÓLOGO. 19 2.3 EL RELATO COMO PRESERVADOR DEL TESTIMONIO DE LA CULTURA. 20 2.4 LA MEMORIA PROSTÉTICA, SU RELACIÓN CON LOS OBJETOS, Y, LA NATURALEZA FINITA 27 2.4.1 CINEMATOGRAFÍA, EXPLOSIONES Y FILMES PERDIDOS 29 2.4.2 LOS VIDEOJUEGOS Y LAS FORMAS DE MIRAR AL MUNDO 33 2.4.3 VIDEOJUEGOS, IDEOLOGÍA, VISUALIDAD Y ARTE: 35 2.4.4 LA ESTRUCTURA DE LA OBSOLESCENCIA Y EL MALESTAR DE LA CULTURA 46 2.5 ANTES DE QUE CAIGA EN EL OLVIDO: UNA HIPÓTESIS 49 2.5.1 SOBRE LOS OBJETIVOS, ALCANCES, Y LA MORFOLOGÍA DEL TEXTO 51 3 CAPÍTULO 3.
    [Show full text]
  • Hades Available Now for Playstation® and Xbox Consoles
    Hades Available Now for PlayStation® and Xbox Consoles August 13, 2021 Winner of more than 50 Game of the Year Awards, the critically acclaimed rogue-like dungeon crawler is available on PlayStation®5, PlayStation®4, Xbox Series X, and Xbox One in physical editions that include bonus goods NEW YORK--(BUSINESS WIRE)--Aug. 13, 2021-- Private Division and Supergiant Games are proud to announce that Hades is now available as a retail edition, simultaneously alongside the digital release, for PlayStation®5 (PS5™), PlayStation®4 (PS4™), Xbox Series X and Xbox One consoles. The multi-award-winning game, boasting impressive aggregate score of 94 on OpenCritic* and earning “#1 Best PlayStation 5 Game of 2021” and “#1 Best Xbox Series X Game of 2021” on Metacritic**, is now available for the first time on PlayStation and Xbox consoles with the physical edition packed with additional items perfect for current and future fans. The boxed edition of Hades for PlayStation and Xbox consoles is now available for suggested retail price of $29.99 from a variety of retailers. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20210813005009/en/ “With Hades, we wanted to make the thrilling experience of rogue-like games more inviting than ever before, through a design that makes dying and retrying a big part of the story and fun," said Greg Kasavin, Creative Director at Supergiant Games. "We’re really looking forward to hearing from PlayStation and Xbox players as they delve into our vision of the Underworld of Greek myth, and discover its many surprises." The retail edition of Hades packs in bonus extras, including a digital download code for the Hades Original Soundtrack, containing two and half hours of music by award-winning composer Darren Korb.
    [Show full text]
  • Spencer L. Bevis. Software Emulation and the Video Game Community: a Web Content Analysis of User Needs
    Spencer L. Bevis. Software Emulation and the Video Game Community: A Web Content Analysis of User Needs. A Master’s Paper for the M.S. in L.S. degree. April, 2019. 76 pages. Advisor: Megan Winget. In the past decade, archives have utilized emulation to preserve older pieces of software including video games and make them accessible to patrons. However, recent literature neglects user needs for emulated software in archives. Using web content analysis, this study examines the text of nearly 1,200 online comments, threads, and forum posts about software emulation from four different websites. The findings suggest that audiences are keenly aware of software emulation but not of emulation as a way to preserve video games. It also found that user needs are often unique or even contradictory, and much user attention is paid to the visual quality of emulation systems as well as the quality of the emulated experience. The author suggests a number of policy proposals for libraries and archives that argue greater public input is necessary in the creation and development of systems that preserve software through the process of emulation. Headings: Information needs Digital preservation -- Video games Digital preservation -- Software Internet research -- Content analysis SOFTWARE EMULATION AND THE VIDEO GAME COMMUNITY: A WEB CONTENT ANALYSIS OF USER NEEDS by Spencer L. Bevis A Master’s paper submitted to the faculty of the School of Information and Library Science of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Master of Science in Library Science. Chapel Hill, North Carolina April 2019 Approved by _______________________________________ Megan Winget 1 Part 1: Introduction As a popular entertainment medium, video games are a cultural powerhouse.
    [Show full text]