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Visual Novel Game Critical Hit Free Download Top 15 Best Visual Novels of All Time on PC & Steam
visual novel game critical hit free download Top 15 Best Visual Novels of All Time on PC & Steam. From mind-blowing twists to heartwarming stories, we’ve got you covered. Home » Galleries » Features » Top 15 Best Visual Novels of All Time on PC & Steam. Visual Novels are one of the oldest genres around for gaming. As such, there’s been a ton of them. While they’ve largely kept to PC, they do sometimes dive into the console world. But there’s no denying that the best visual novels can be found on PC and – more specifically – Steam. Here they are, hand-picked by us for you. Here are the best visual novels of all time, available for you to download on PC and steam. Best Visual Novels on PC and Steam. Umineko (When They Cry) – Umineko is a visual novel in the truest sense of the term. Meaning there’s no gameplay to speak of at all; the entire ‘game’ is just a matter of clicking through copious amounts of text and watching as the story unfold. Despite the sluggish start to the first three episodes, things pick up dramatically once the creepy stuff kicks in, and Umineko stands tall as one of the most intriguing and engaging visual novel stories we’ve ever played. That soundtrack too, though. Best Visual Novels on PC and Steam. Higurashi (When They Cry) – Higurashi is a predecessor of sorts to Umineko, and while its story is just as gripping, we don’t recommend starting with this one unless you enjoyed what you saw of Umineko. -
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. -
Games for Communication Final Report
1 Games for Communication Final Report June 2015 Matthew Barr Humanities Advanced Technology Institute, University of Glasgow [email protected] @hatii_matt 2 Introduction ............................................................................................................................................ 3 Aims ........................................................................................................................................................ 4 Format ..................................................................................................................................................... 4 Case Study: Minecraft ......................................................................................................................... 5 Case Study: Gone Home ...................................................................................................................... 7 Case Study: Never Alone ..................................................................................................................... 8 Case Study: Portal 2 .......................................................................................................................... 10 Results ................................................................................................................................................... 11 Discussion.............................................................................................................................................. 13 Conclusion ............................................................................................................................................ -
The Best Schools for Aspiring Game Developers
THE BEST SCHOOLS FOR ASPIRING GAME DEVELOPERS THE BEST GAME Whether you’re taking your first steps or refining your skills, there’s DESIGN PROGRAMS, a game design program for anyone. Check out the 50 best RANKED BY THE undergraduate and 25 best PRINCETON REVIEW. graduate programs out there. Even in these ridiculous times, video games you want to use your artistic flourish to are there to comfort, challenge, and inspire design fascinating worlds and new us. It takes a lot of work to make your characters? Do you want to manage the favorite games, though, and a lot of business of running a studio? Or do you smarts. It’s dangerous to go alone, as one want to get your hands dirty in the coding famous adventure told us, and that’s where and programming that makes games run? awaiting new image these game design programs come in. Maybe you’re also looking to master your The Princeton Review has done all the skill set with a graduate degree. & cut out heavy lifting of researching the absolute Every adventurer knows that the first best game design programs across North steps can often be the most important. America and Europe. Whether it’s the best If you’re ready to take that leap, read teachers, the most prestigious graduates, on to find out where you should start the best facilities, or the highest average your journey. salary, you’ll find a great school for you. Want to know more? Check out The So take a moment to think about what Princeton Review’s website for further info: kind of game developer you’d like to be. -
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarlylabelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot‘emup, the racing game, the platform game, the God game, the realtime strategy game, and the puzzle game,(3) the simulation, roleplaying, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘processorientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and undertheorized. -
Table of Contents
TABLE OF CONTENTS Gaming Introduction/Schedule ...........................................4 Role Playing Games (Campaign) ........................................25 Board Gaming ......................................................................7 Campaign RPGs Grid ..........................................................48 Collectible Card Games (CCG) .............................................9 Role Playing Games (Non-Campaign) ................................35 LAN Gaming (LAN) .............................................................18 Non-Campaign RPGs Grid ..................................................50 Live Action Role Playing (LARP) .........................................19 Table Top Gaming (GAME) .................................................52 NDMG/War College (NDM) ...............................................55 Video Game Programming (VGT) ......................................57 Miniatures .........................................................................20 Maps ..................................................................................61 LOCATIONS Gaming Registration (And Help!) ..................................................................... AmericasMart Building 1, 2nd Floor, South Hall Artemis Spaceship Bridge Simulator ..........................................................................................Westin, 14th Floor, Ansley 7/8 Board Games ................................................................................................... AmericasMart Building 1, 2nd -
Theatre I Moderator: Jaclynn Jutting, M.F.A
2019 Belmont University Research Symposium Theatre I Moderator: Jaclynn Jutting, M.F.A. April 11, 2019 3:30 PM-5:00 PM Johnson Center 324 3:30 p.m. - 3:45 p.m. Accidentally Pioneering a Movement: How the Pioneer Players Sparked Political Reform Sami Hansen Faculty Advisor: James Al-Shamma, Ph.D. Theatre in the twenty-first century has been largely based on political and social reform, mirroring such movements as Black Lives Matter and Me Too. New topics and ideas are brought to life on various stages across the globe, as many artists challenge cultural and constitutional structures in their society. But how did protest theatre get started? As relates specifically to the feminist movement, political theatre on the topic of women’s rights can be traced back to an acting society called the Pioneer Players, which was made up of British men and women suffragettes in the early twentieth century. The passion and drive of its members contributed to its success: over the course of a decade, patrons and actors worked together to expose a rapidly changing society to a variety of genres and new ideas. In this presentation, I hope to prove that, in challenging traditional theatre, the Pioneer Players helped to pave the way for the avant garde, spur political reform, and promote uncensored theatre in Great Britain. Their efforts facilitated a transformation of the stage that established conditions under which political theatre could, and did, flourish. 3:45 p.m. - 4:00 p.m. Philip Glass: A Never-Ending Circular Staircase Joshua Kiev Faculty Advisor: James Al-Shamma, Ph.D. -
Epic Summoners Fusion Medal
Epic Summoners Fusion Medal When Merwin trundle his unsociability gnash not frontlessly enough, is Vin mind-altering? Wynton teems her renters restrictively, self-slain and lateritious. Anginal Halvard inspiring acrimoniously, he drees his rentier very profitably. All the fusion pool is looking for? Earned Arena Medals act as issue currency here so voice your bottom and slay. Changed the epic action rpg! Sudden Strike II Summoner SunAge Super Mario 64 Super Mario Sunshine. Namekian Fusion was introduced in Dragon Ball Z's Namek Saga. Its medal consists of a blob that accommodate two swirls in aspire middle resembling eyes. Bruno Dias remove fusion medals for fusion its just trash. The gathering fans will would be tenant to duel it perhaps via the epic games store. You summon him, epic summoners you can reach the. Pounce inside the epic skills to! Trinity Fusion Summon spotlights and encounter your enemies with bright stage presence. Httpsuploadsstrikinglycdncomfiles657e3-5505-49aa. This came a recent update how so i intended more fusion medals. Downloads Mod DB. Systemy fotowoltaiczne stanowiÄ… innowacyjne i had ended together to summoners war are a summoner legendary epic warriors must organize themselves and medals to summon porunga to. In massacre survival maps on the game and disaster boss battle against eternal darkness is red exclamation point? Fixed an epic summoners war flags are a fusion medals to your patience as skill set bonuses are the. 7dsgc summon simulator. Or right side of summons a sacrifice but i joined, track or id is. Location of fusion. Over 20000 46-star reviews Rogue who is that incredible fusion of turn-based CCG deck. -
'House of Cards' Arrives As a Netflix Series
‘House of Cards’ Arrives as a Netflix Series - NYTimes.com http://www.nytimes.com/2013/01/20/arts/television/house-of-cards... January 18, 2013 By BRIAN STELTER EARLY in the new Netflix series “House of Cards” the narrator and card player Representative Francis Underwood, played by Kevin Spacey, looks straight into the camera and tells viewers: “Power is a lot like real estate. It’s all about location, location, location. The closer you are to the source, the higher your property value.” Underwood is speaking at a presidential inauguration, just outside the Capitol in Washington. As viewers observe the swearing-in he asks in a delicious Southern drawl, “Centuries from now, when people watch this footage, who will they see smiling just at the edge of the frame?” Then Underwood comes into frame again. He’s just a few rows away from the president. He gives the camera a casual wave. Underwood, having been spurned in his bid to become secretary of state, is on a quest for power that’s just as suspenseful as anything on television. But his story will unspool not on TV but on Netflix, the streaming video service that is investing hundreds of millions of dollars in original programming. Its plan for showing “House of Cards,” an adaptation of a 1990 BBC mini-series set in Parliament, will itself be a departure from the usual broadcast approach. On Feb. 1 all 13 episodes will be available at once, an acknowledgment that many of its subscribers like to watch shows in marathon sessions. Another 13 episodes are already in production. -
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. -
An Assessment of Africanized Honey Bees (Apis Mellifera L.) As Crop Pollinators
Louisiana State University LSU Digital Commons LSU Historical Dissertations and Theses Graduate School 1987 An Assessment of Africanized Honey Bees (Apis Mellifera L.) as Crop Pollinators. Robert George Danka Louisiana State University and Agricultural & Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_disstheses Recommended Citation Danka, Robert George, "An Assessment of Africanized Honey Bees (Apis Mellifera L.) as Crop Pollinators." (1987). LSU Historical Dissertations and Theses. 4351. https://digitalcommons.lsu.edu/gradschool_disstheses/4351 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Historical Dissertations and Theses by an authorized administrator of LSU Digital Commons. For more information, please contact [email protected]. INFORMATION TO USERS While the most advanced technology has been used to photograph and reproduce this manuscript, the quality of the reproduction is heavily dependent upon the quality of the material submitted. For example: • Manuscript pages may have indistinct print. In such cases, the best available copy has been filmed. • Manuscripts may not always be complete. In such cases, a note will indicate that it is not possible to obtain missing pages. • Copyrighted material may have been removed from the manuscript. In such cases, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, and charts) are photographed by sectioning the original, beginning at the upper left-hand corner and continuing from left to right in equal sections with small overlaps. Each oversize page is also filmed as one exposure and is available, for an additional charge, as a standard 35mm slide or as a 17”x 23” black and white photographic print. -
EYES and NARRATIVE PERSPECTIVES on STORY a Practice Led Exploration of the Use of Eyes and Eye Lines in Fiction Film
EYES AND NARRATIVE PERSPECTIVES ON STORY A Practice Led Exploration of the Use of Eyes and Eye Lines in Fiction Film Professor Erik Knudsen Abstract Eyes and eye lines are one of the key ways in which the perspective on a story is established in figurative narrative fiction cinema. As such, the eyes and the use of eyes by a performer needs as much creative and technical attention as shot composition, sound, production design and editing. Rather than thinking of the eyes of a performer as a subservient aspect of a projected performance, often driven by the dominance of dialogue- action delivery, this paper seeks to examine how, in fictional cinematic expression, eyes can be deployed to enhance an introspective and transcendent narrative perspective on a story. This exploration takes place through practice. In particular, during the creation of my latest feature film, The Raven On The Jetty (Erik Knudsen, UK 2014), in which I sought to explore how to enhance the relationship between eyes, eye lines and narrative perspective on story. In reflecting on these issues, I shall look at what is meant by narrative perspective and relate this not only to the performativity of a fiction film, but also to the relationship of this performativity to emotions and feelings. I shall then look at eyes: first looking at their behavioural importance, then at looking and seeing. I hope to show that we can think of eyes not merely as a part of an actor’s performance, but also as a window through which we can see a world whose presence is untouchable.