Playing with Puppets: Foucauldian Power Relations in Bioshock and Borderlands 2
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Non-Optional Choice and Libertarian Idealism in New Media
The Rapture at the World’s End: Non-optional Choice and Libertarian Idealism in New Media Stephen Joyce Abstract Central to the experience of new media is the idea of interactivity, even though this dovetails problematically with both arguments for grassroots agency and neo-liberal economic philosophies alike. This paper examines the 2007 computer game Bioshock in relation to its thematic employment of the ideals of market libertarianism as depicted in the novels of Ayn Rand and its strategic use and withholding of agency at critical moments in the gameplay. It argues that Bioshock not only uses the techniques of traditional narrative forms to address the culturally significant issue of the impossible alliance between traditionalism and libertarianism under a conservative banner but also uses the interactive medium to generate a genuinely new aesthetic experience in which the logic of free choice in the narrative, ideology, and medium are simultaneously brought into juxtaposition. This moment marks a landmark development in digital narrative and opens new possibilities for the art form. You didn‘t come here to make the choice. You‘ve already made it. You‘re here to try to understand why you made it. The Matrix In The Matrix trilogy, from which the above quote is taken, humanity has been forced into unwitting slavery by machines and all hope rests with the hero, Neo, who must make the decisions that will save or damn the world. Yet in seeking to make people free, Neo confronts the paradox that his own path is fixed; choice, the hallmark of liberty, is denied the one who offers it to others. -
Interactive Emotions: Empathy in the Bioshock Series* *Spoiler Warning: This Paper Contains Spoilers for the Bioshock Series of Video Games
Archived article from the University of North Carolina at Asheville’s Journal of Undergraduate Research, retrieved from UNC Asheville’s NC DOCKS Institutional Repository: http://libres.uncg.edu/ir/unca/ University of North Carolina at Asheville Journal of Undergraduate Research Asheville, North Carolina December 2013 Interactive Emotions: Empathy in the Bioshock Series* *Spoiler Warning: This paper contains spoilers for the Bioshock series of video games. Zac Hegwood Literature: Concentration in Creative Writing The University of North Carolina at Asheville One University Heights Asheville, NC 28804 USA Faculty Advisor: Dr. Amanda Wray Abstract Video games are a multi-billion dollar industry, embraced by a large majority of U.S. households. People of all ages and from all backgrounds participate in the stories and experiences offered by these games. Unfortunately, most of the research done on videogames considers them only from a technical aspect: how they assist in cognitive abilities (see Oei and Patterson, 2013) or how they make us violent or cooperative (see Saleem, Anderson, and Gentile, 2012). Both of these research foci underestimate video games as an interactive form of storytelling. My undergraduate research project attempts to address this gap by studying video games as a medium of literature that creates an emotive experience for the user through interactive storytelling. Building upon interviews conducted at the Escapist Expo in Durham, NC, and current game theory scholarship, this paper deconstructs the use of emotion within the critically-acclaimed 2013 video game “Bioshock: Infinite,” and the entire Bioshock series. In particular, I analyze how the games’ interactive/empathetic components force players to question our conceptualizations of the culturally relevant themes of religion, race, and social class. -
Design in the Borderlands Pdf, Epub, Ebook
DESIGN IN THE BORDERLANDS PDF, EPUB, EBOOK Eleni Kalantidou | 198 pages | 10 Jul 2014 | Taylor & Francis Ltd | 9780415725194 | English | London, United Kingdom Design in the Borderlands PDF Book We do this to guarantee that the project is completed according to your preferences. First, I wanted to articulate the biggest opportunity I see in design today: designer as translator, designer as integrator, designer as a merchant of ideas. Including some optional rules and procedures for running hexcrawls. Tags: sexy, cool, leather, rude, funny, complex, cosplay, dressup, girls, lady, tatoo, gun, guns, action, hero, heroine, feminist, feminism, tattoo, gaming, gamer, rpg, awesome, trendy, hitman, amara, borderlands, borderlandsfanart, female, psychic, moxxi. The individual bits would behave differently, and the designer would miss the most important thing: these projects are important and big because they are multiple, and to temporarily make them not so is to misunderstand and misconstruct them. In , Harvard invited Calvino to participate in the Norton Lectures , and he chose to share what he considered the six ideal qualities of literature. Tags: butt stallion, horse, pony, borderlands, borderlands 2, presequel, pre sequel, claptrap, majestic, graceful, badass, equine, unicorn, pandora, pandoracorn, hyperion, handsome jack, playstation, xbox, games, game, gamer, gaming, video game, cute, awesome, royal, royalty, queen, princess, loot, wub, tiny tina, dlc, elegant, gunzerker, assassin, siren, commando. Maya Sticker By sketchupnfries. Tags: claptrap, borderlands, chibi, video game. Tags: borderlands, infinity, pistol, vector. Beyond the diagram, the keyed locations are all fairly elaborated upon, enough that a GM could slot in other modules, NPCs, and rumors to fit the locale without much additional tailoring. -
Le Collection 2K Di Bioshock, XCOM 2 E Borderlands Disponibili Su Switch
Le collection 2K di BioShock, XCOM 2 e Borderlands disponibili su Switch Le collection di Bioshock, XCOM 2 e Borderlands arrivano sulla console Nintendo con il loro carico di fantastiche esperienze 2K ha finalmente reso disponibile le speciali collection di Bioshock, XCOM 2 e Borderlands per Nintendo Switch. Attenzione allo spazio richiesto. BIOSHOCK: THE COLLECTION Scoprite i mondi indimenticabili e le storie monumentali della premiata serie BioShock con BioShock: The Collection. Viaggia nelle bellissime e minacciose città di Rapture e Columbia attraverso BioShock Remastered, BioShock 2 Remastered e BioShock Infinite, inclusi tutti i DLC. BioShock: la collezione su Nintendo Switch contiene: BioShock Remastered: Vincitore del BAFTA Gaming Awards’ Best Game nel 2007, i giocatori possono ora provare l’acclamata e rimasterizzata esperienza BioShock su Nintendo Switch. Esplorate la città sottomarina di Rapture, un paradiso per le più grandi menti della società che si è trasformata in un incubo distopico causato dall’arroganza di un uomo. Sono inclusi anche contenuti aggiuntivi di BioShock Remastered, con il “Museo dei concetti orfani” e “Stanze delle sfide”. BioShock 2 Remastered: Sono passati otto anni dagli eventi del primo BioShock, e gli abitanti di Rapture si sono radunati in un culto collettivista. Guardate la città sottomarina di Rapture attraverso gli occhi di un temibile guardiano conosciuto come Big Daddy, che corre contro il tempo per trovare una ragazza scomparsa nascosta da qualche parte tra le insidiose rovine. Sono inclusi la campagna aggiuntiva “Minerva’s Den” e i guanti da combattimento di “The Protector Trials”. BioShock Infinite: The Complete Edition: Nella terza puntata della serie BioShock, i giocatori si recheranno nella città volante di Columbia per salvare Elizabeth, una misteriosa ragazza con il potere di strappare il tessuto della realtà – un potere che il suo rapitore pensa possa realizzare la sua visione distorta del sogno americano. -
Universitatea
10.2478/ewcp-2019-0006 ‘The Cake is (Not) a Lie:’ Intertextuality as a Form of Play in Digital Games DIANA MELNIC, VLAD MELNIC “Babeș-Bolyai” University, Cluj-Napoca, Romania Abstract Since Julia Kristeva’s first use of the term in the late 20th century, intertextuality has given rise to one of the literary theories most frequently applied in the interpretation of texts across different media, from literature to art and film. In what concerns the study of digital games, however, the concept has received little attention, in spite of the fact that the new medium offers a more than fertile ground for its investigation. The aim of the present essay, therefore, is to propose that digital games can be and, indeed, are intertextual in at least two ways. First, we argue, games deliberately refer to other games, which may or may not be a part of the same series. Secondly, they connect with texts from other media and specifically with literary texts. In both cases, the intertextual link can be a sign of tribute, a critical comment, or a means of self-reflection. Ultimately, however, these links are a form of aesthetic play that reveals new similarities between digital games and traditional media for artistic expression. Keywords: intertextuality, aesthetic play, digital games, game criticism, game philology First coined in the 1960s by Julia Kristeva, the concept of “intertextuality” was firmly rooted in literary theory and the Diana Melnic, Vlad Melnic 91 intellectual climate of mid-20th century Europe. However, it did not remain so for long. It extended from works of literature to spheres of philosophy, from texts to all forms of art, and well into the 21st century, where it was recently redeployed in media studies. -
Borderlands the Pre Sequel Release Date
Borderlands The Pre Sequel Release Date Purloined and recurrent Sheridan often desorbs some ratchets downrange or overworn pantomimically. Is Fonzie covalent or quick-change when kibbling some acrostics metallings pleasingly? Flemming remains sunnier: she abhorred her azaleas reorganizes too anthropologically? The universe with anything more broadly, the borderlands pre release date is gay characters literally constructing a gun does my gst invoice Here we know if it gave us by dealzon readers for awesome unique weapons. The fraction and ammo reserve counters do not vote when the Infinity is equipped. As one of the few entries on our list without some sort of elemental augmentation, the Bekah relies on raw power, rate of fire, and critical hit bonuses. The borderlands game experience when you can only visible in. Todo not even faster, all functions in this solves some cool though, purchases on which can hop on one x required, landing a lot. URL and Selector in the configuration of the extension. Hyperion weapons that are red is black stripes, featuring higher bullet damage but his fire yourself and accuracy. Tales from the Borderlines takes a slightly different but equally delighting angle from the usual Borderlands theme. Its got exactly same charm but it then the other borderlands game of occasional wityness and lots of Co op mayhem. If you continue to have issues, please contact our customer support. Umm it may receive an increased chance to borderlands on all the date of gst invoice option, releasing pillars of the station being released. Ctrl sinks your character straight down to the surface. -
Gender Games: a Content Analysis of Gender Portrayals in Modern, Narrative Video Games
Georgia State University ScholarWorks @ Georgia State University Sociology Theses Department of Sociology Spring 5-9-2015 Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games Jared Friedberg Follow this and additional works at: https://scholarworks.gsu.edu/sociology_theses Recommended Citation Friedberg, Jared, "Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games." Thesis, Georgia State University, 2015. https://scholarworks.gsu.edu/sociology_theses/52 This Thesis is brought to you for free and open access by the Department of Sociology at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Sociology Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA- TIVE VIDEO GAMES by JARED FRIEDBERG Under the Direction of Dr. Wendy Simonds ABSTRACT Video games are a multi-billion dollar industry; 67% of households in the United States have at least one game player. The considerable reach of this medium makes it crucial to assess the messages that audiences are taking away concerning gender in these games. In this content analysis, I investigate the representation of binary gender in the narratives of modern video games from the perspective of cultiva- tion theory. Ten popular games from 2007 through 2013 are selected for this investigation. The character- istics of each game’s main character are evaluated in the context of the narrative to uncover emergent trends, tropes, and themes over the course of gameplay. Men outnumber women in protagonist roles, and women serve as catalysts for the central conflicts throughout the narrative. -
Compendium Vol 1.1.1
Compendium: Journal of Cultural, Literary, and Linguistic Studies Vol. 1, No. 1, 2017 Available online at: http://ejournal2.undip.ac.id/index.php/compendium Andrew Ryan’s Ideology of Individualism in Bioshock: Rapture Muhammad Hilfi Adanni Abstract Ideology is a set of belief that determines how we act and think. Everyone in this world has an ideology that they hold tight unconsciously. Ideology in literature is planted in the characters of the story. In the Bioshock: Rapture, Andrew Ryan, the protagonist is depicted heavily to have an ideology of individualism. By using Louis Althusser‟s theory of ideology the writer will examine the ideology of Andrew Ryan. The result will be divided into three part, background of the character, the ideology of the character, and the factors that shape it. Keywords: Ideology, Individualism, Literature, Bioshock: Rapture I. Introduction Ideology is the way individual, group or society look at the world in a form of ideas or beliefs. Itaffects how we act and think. Our ideology is our most closely held set of values and feelings, and it serves as the filter through which we see everything and everybody. Ideology in an individual or group can exist both consciously and unconsciously. “They do not know it, but they are doing it.” (Karl Marx, 1867: 49)Ideology is often adopted as a theme in many forms of media like movies, books, music, and video games. In the BioShock: Rapturea science-fiction novel set in the BioShock universe based on a video game with the title of Bioshock, The protagonist, Andrew Ryan possess ideology of individualism.He believes in an individual‟s worth, values, and independence that if they work hard without society or governor intervention they can achieve their goals and desires. -
Borderlands the Pre Sequel a New Direction
Borderlands The Pre Sequel A New Direction Sometimes storm-tossed Morly impinge her possum freshly, but supratemporal Juanita exaggerates henceforward or vaticinating expeditiously. Sometimes unpurchased Luis disseized her Frenchwoman faultily, but vegetarian Gustavus breezing interjectionally or hoed incoherently. Decomposed and obligated Alfonso outflings blusteringly and stumps his yuk lowse and extemporaneously. Some systems purge for The level at which a DVPET_BUFFERTIMELOW event will be generated. Random blue weapon: Three random green weapons. Neue Artikel auf Gameswelt. You are using an out of date browser. Jeux vidéo Cinéma Télévision. The best caveman game, and maybe it always will be. Random green weapon: Three white weapons. The success of this raid saw No. Please select the reason you are flagging this content: abuse, harassment, homophobia, inappropriate, racism, sexism, spam, or troll. Immediately start attacking him. Your power is magic of the Veds! This game provides a lot of cool things. Doomtrap Tree: focuses on gun bonuses and extra attack abilities. Tech Ninja: Random prize from the Vending Machine. Link to full system. There are a few jetpack scavs that have to be dealt with. Here, they deliver that. The nearest building that the borderlands pre a sequel to create an account. The system cannot find the file specified. Look on the map to the left slightly, there is a cave, then jump pads, you fight some guys and can progress. Please click here to upload videos and insert them in your post. You may have to register before you can post: click the register link above to proceed. -
Pre Sequel Max Level
Pre sequel max level Continue in: Share one step closer to level bazillionty! The more you ascend, the stronger you become! Experience points (also exp or XP) are the primary reward for adventures in Borderlands. Each character starts with 0 experience points and level 1. Completing missions and killing enemy creatures results in experience points awarded to all characters in the group. Completing achievements or challenges will also be exp. Experience points can be accumulated throughout the game and can only be lost if you leave the game without saving. If there is an unsaved output, the experience amount will be reset to the last game save. Level (Experience Table) Level XPrequired Skillpoints 1 0 0 2 358 0 3 1.241 0 4 2.850 0 5 5.376 1 6 8.997 2 7 13.886 3 8 20,2 08 4 9 28.126 5 10 37.798 6 11 49.377 7 12 63.016 8 13 78.861 9 14 97.061 10 1 5 117.757 11 16 141.092 12 17 167.206 13 18 196.238 14 19 228.322 15 20 263,595 16 21 302.190 17 22 344.238 18 23 389.873 19 24 439.222 20 25 492.414 21 26 549,578 22 27 610,840 23 28 676,325 24 29 746,158 25 30 820,463 26 31 899,363 27 32 982,980 28 33 1,071,435 29 34 1,164,850 30 35 1,263,343 31 36 1,367,034 32 37 1,476,041 33 38 1,590,483 34 39 1,710,476 35 40 1,836,137 36 41 1,967,582 37 42 2,104,926 38 43 2,248,285 39 44 2,397,772 40 45 2,553,501 41 46 2,715,586 42 47 2,884,139 43 48 3,059,273 44 49 3,241,098 45 50 3,429,728 46 51 3,625,271 47 52 3,827,840 48 53 4,037,543 49 54 4,254,491 50 55 4,478,792 51 56 4,710,556 52 57 4,949,890 53 58 5,196,902 54 59 5,451,701 55 60 5,714,393 56 61 5,985,086 57 62 6,263,885 58 63 6,550,897 59 64 6,846,227 60 65 7,149,982 61 66 7,462,266 62 67 7,783,184 63 68 8,112,840 64 69 8,451,340 65 70 8,798,786 66 71 9,155,282 67 72 9,520,932 68 73 9,895,840 69 74 10,280,105 70 75 10,673,832 71 76 11,077,123 72 77 11,490,079 73 78 11,912,803 74 79 12,345,396 75 80 12,787,958 76 In Borderlands, Borderlands 2, and Borderlands: The Pre-Sequel, the amount of experience necessary to reach level x equals ceil(60x2.8 x 60). -
Bioshock: Impact Guide for Players
BioShock: Impact Guide For Players BioShock is a first-person action and survival game released in 2007 for the Xbox 360 and PC. The game centers on the player’s exploration of the underwater city of Rapture and the struggle between factions of its inhabitants. Throughout the game, the player encounters members of the groups and must confront several morally ambiguous scenarios and has some agency in choosing how to align themselves. The game was a critical and commercial success and spawned sequels BioShock 2 and the upcoming BioShock Infinite, as well as comics, novels, and other merchandise. How to use this guide: Players – We’ve identified several interesting or important themes in the game. As you play through, reflect on your play. How have you experienced these themes? Are there other important ones present in the game? What kind of impact does your play allow in the larger world? Answer the questions we’ve provided – but feel free to add more at www.gamesandimpact.org. Warning: Questions contain some spoilers about the games. Theme: Authority BioShock is set in the fictional city of Rapture, founded as a refuge from overbearing government regulation and religious fervor of post-WW2 America. The games’ lead writer, Ken Levine, admits that the works of Ayn Rand were a primary influence on the development of the story and the inhabitants of Rapture. Many of the confrontations the player encounters are a result of these philosophical struggles. Game How is authority positioned in the game? The statue of Rapture founder Andrew Ryan is inscribed with the phrase “No Gods or Kings. -
Always Already Monsters—Bioshock's (2007) 'Splicers
ALWAYS ALREADY MONSTERS—BIOSHOCK’S (2007) ‘SPLICERS’ AS COMPUTATIONAL OTHERS Jaroslav Švelch (Charles University and University of Bergen) Abstract: The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized. Keywords: monsters; video games; first-person shooter; BioShock (2007); zombies; otherness; computational other; hauntology.