Well Played 3.0: Video Games, Value and Meaning Drew Davidson Et Al
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Download Book \ Rurouni Kenshin: V. 10 # 5HB0XPJPHEM9
A9XS6AAGYUEB \ Book # Rurouni Kenshin: v. 10 Rurouni Kenshin: v. 10 Filesize: 7.83 MB Reviews Completely among the finest ebook We have at any time read through. it was actually writtern really properly and helpful. You are going to like just how the writer compose this publication. (Mr. Deangelo Considine) DISCLAIMER | DMCA TRMZY0UNH8QK ^ Kindle Rurouni Kenshin: v. 10 RUROUNI KENSHIN: V. 10 To get Rurouni Kenshin: v. 10 eBook, make sure you access the hyperlink below and download the document or gain access to other information which are have conjunction with RUROUNI KENSHIN: V. 10 ebook. Viz Media, Subs. of Shogakukan Inc. Paperback. Book Condition: new. BRAND NEW, Rurouni Kenshin: v. 10, Nobuhiro Watsuki, Packed with action, romance and historical intrigue, "Rurouni Kenshin" is one of the most beloved and popular manga series worldwide. Set against the backdrop of the Meiji Restoration, it tells the saga of Himura Kenshin, once an assassin of ferocious power, now a humble "rurouni," a wandering swordsman fighting to protect the honor of those in need. A hundred and fiy years ago in Kyoto, amid the flames of revolution, there arose a warrior, an assassin of such ferocious power he was given the title "Hitokiri" Manslayer. With his bloodstained blade, Hitokiri Battosai helped close the turbulent Bakumatsu period and end the reign of the shoguns, slashing open the way toward the progressive Meiji Era. Then he vanished, and with the flow of years became legend. In the 11th year of Meiji, in the middle of Tokyo, the tale begins. Himura Kenshin, a humble "rurouni," or wandering swordsman, comes to the aid of Kamiya Kaoru, a young woman struggling to defend her father's school of swordsmanship against attacks by the infamous Hitokiri Battosai. -
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. -
Yūrei” W Japońskich Survival Horrorach : Analiza Wybranych Przykładów
Dominika Staszenko Motyw „yūrei” w japońskich survival horrorach : analiza wybranych przykładów Replay. The Polish Journal of Game Studies 1, 29-38 2014 Dominika Staszenko Uniwersytet Łódzki Motyw yūrei w japońskich survival horrorach — analiza wybranych przykładów Wprowadzenie W japońskiej mitologii określenie yūrei odnosi się do duchów zmarłych, które z ja- kichkolwiek przyczyn powróciły na ziemię i szukają kontaktu z ludźmi [Kijewska, 2012]. Według tradycyjnych wierzeń najczęstszym powodem ich przybycia do świata doczesnego są silne związki uczuciowe z bliskimi oraz pragnienie wykonania nie- dokończonych zadań. Należy podkreślić, że chociaż zdarzają się opowieści o yūrei, w których powrót motywowany jest pozytywnymi odczuciami, takimi jak miłość czy troska, to znacznie większa część przekazów odnosi się do duchów kierujących się chęcią zemsty i zadośćuczynienia za wyrządzone krzywdy. Istoty, których jedynym celem pobytu na ziemi jest krwawy odwet, noszą nazwę onryō. Termin yūrei pierwot- nie odnosił się do wszystkich powracających duchów zmarłych, jednakże obecnie czę- ściej utożsamiany jest z postacią mściwej istoty, wymierzającej karę żyjącym. Z tego względu określenie yūrei i onryō stosuję wymiennie. Japończycy od wieków wierzą, że w świecie żywych mogą przebywać byty nadna- turalne. Takie przekonanie ma swoje źródło w systemach praktyk religijnych, takich jak buddyzm czy sintoizm. Wiara w wędrówkę dusz, opiekuńczą moc duchów zmar- łych przodków czy niemal nieograniczoną możliwość wpływania istot nadnatural- nych na egzystencję żyjących sprawia, że japońska mitologia staje się inspiracją nawet dla współczesnych tekstów kultury, ponieważ zawiera szereg uniwersalnych moty- wów, które doskonale łączą tradycję z nowoczesnością. 29 Czym jest survival horror? Wraz ze wzrostem popularności filmów grozy, opierających się na motywie pośmiert- nej zemsty, postać onryō zaczęła pojawiać się również w grach wideo z gatunku survi- val horror. -
CHARIZARD Cancel: Interrupt an Action and Transition to a Different Action
:: NormalNormal AttackAttack :: GrabGrab AttackAttack :: CounterCounter AttackAttack CHARIZARD Cancel: Interrupt an action and transition to a different action BURST ATTACK MOVE NAME COMMAND USE NOTES Searing Blaze with Synergy Burst active: + pierces counter attacks / usable midair POKÉMON MOVES MOVE NAME COMMAND USE NOTES Flamethrower Fire Punch forward + Counter transition to Flying Stance with Fire Punch to Flying Stance forward + (hold) Inferno back + transition to Flying Stance with Flare Blitz: fall midair Major damage dealer consumes your HP FIELD PHASE ONLY MOVE NAME COMMAND USE NOTES Flare Blitz: direct midair forward + consumes your HP DUEL PHASE ONLY MOVE NAME COMMAND USE NOTES Flare Blitz: direct midair up + consumes your HP Seismic Toss up + Overcome blocks can grab grounded or midair opponents BASIC MOVES MOVE NAME COMMAND USE NOTES grab attack + Overcome blocks counter attack + Counter cancelable with + counter attack: charge + (hold) pierces counter attacks glide midair For surprise attacks increase falling speed with / can transition to any midair attack Synergy Burst with Synergy Gauge MAX: + you can jump again in midair when Synergy Burst is active FIELD PHASE ONLY MOVE NAME COMMAND USE NOTES Ranged Attack Use to stop your opponent Ranged Attack: charge (hold) chain Ranged Attack , side Ranged Attack sideways + , chain side Ranged Attack sideways + , , forward Ranged Attack forward + Use to shift phases backward Ranged Attack back + Effective against airborne opponents backward Ranged Attack: charge back + (hold) jumping -
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual Environments –DRAFT—citations incomplete! Lori Landay, Professor of Cultural Studies Berklee College of Music This presentation is part of a larger project that explores perception and imagination in interactive media, and how they are created by sound, image, and action. It marks an early stage in extending my previous work on the virtual kinoeye in virtual worlds and video games to consider aural, haptic, and kinetic aspects of embodiment and interactivity. SLIDE 2 2 In particular, the argument is that innovative sound has the potential to bridge the gaps in experiencing embodiment caused by disconnections between the perceived body in physical, representational, and imagined contexts. To explore this, I draw on Walter Murch’s spectrum of encoded and embodied sound, interviews with sound designers and composers, ways of thinking about the body from phenomenology, video game studies scholarship, and examples of the relationship between sound effects and music in video games. Let’s start with a question philosopher Don Ihde poses when he asks his students to imagine then describe an activity they have never done. Often students choose jumping out of an airplane with a parachute, and as he works through the distinctions between the possible senses of one’s own body as the physical body, a first-person perspective of the perceiving body, which 3 he calls the here-body, or the objectified over-there-body, the third-person view of one’s own body, he asks, “Where does one feel the wind?” Ihde argues the full multidimensional sensory experience is in the embodied perspective. -
Screaming Eagle Hot Sauce!
SERENDIPITY CENTER - 503-761-7139 Volume 4, Issue 4 - December 2017 Serendipity Comes Together for a Thanksgiving Meal Important Dates: To add to the Serendipity tradition of having a December 4: Leading up to the lunch, students thanksgiving meal for lunch on the last day before and staff filled out leaves with what Thanksgiving break, upper school decided to have NO LOWER they are thankful for. The leaves a gathering where they were all served and ate SCHOOL—Staff made up a tree that adorned room 108’s door. On Tuesday, it was moved together in the dining hall. It was fun to come Development to the dining hall as a decoration for together as a community and enjoy each other’s the upper school meal. company with some delicious food! December 15: Winter Ball Dance December 15: Last Day Before Winter Break December 16- January 1: NO SCHOOL - Winter Break Congratulations to January 2 & 3: Daniel for creating the NO LOWER winning name and SCHOOL—Staff Development label for the Serendipity hot sauce!!! January 4: Introducing, First Day of School for Screaming Eagle Lower School Hot Sauce! Taylor and Louis sharing Caught some laughs! in the Nick enjoying his Moment Thanksgiving The moments that meal make Serendipity Room 8 working Shine Devynn passing Rojo a snack together in the garden Newsletter Created by Staff and Students of Serendipity Center, Inc. SERENDIPITY CENTER - THE EAGLE’S SCREAM December 2017 FROM ARTIST’S CORNER PRINCIPAL MEGAN Dear Students, I am so proud of all the students hard work this autumn in working on learning new skills. -
Reader Agency and Intimacy in Contemporary Horror Fiction
“This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages In Partial Fulfillment of the Requirements For the Master of Arts Degree UNIVERSITETET I OSLO Spring 2016 II “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages University of Oslo In Partial Fulfillment of the Requirements For the Master of Arts Degree Spring 2016 III © Aslak Rustad Hauglid 2016 “This Is Not For You”: Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract This thesis examines how recent/contemporary horror fiction uses the establishment of reader intimacy and challenges to reader agency in order to create experiences of horror. The discussion focuses on a selection of horror texts from different media published between 2000 and 2016. The thesis argues that these two techniques have come to be increasingly important horror tropes over this period, and examines how they are applied in order to propose a new perspective for understanding how contemporary horror operates. Two central arguments structure this discussion. The first argument is a claim that the aesthetic, narrative and in some case interactive dimensions of the examined horror texts illustrate how these texts seek to shorten the distance between reader and author, while simultaneously questioning the power the reader possesses in relation to the text. All of this takes place in the pursuit of creating an effective experience of horror. -
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. -
1 WHAT's in a SUBTITLE ANYWAY? by Katherine Ellis a Thesis
WHAT’S IN A SUBTITLE ANYWAY? By Katherine Ellis A thesis Presented to the Independent Studies Program of the University of Waterloo in fulfillment of the thesis requirements for the degree Bachelor of Independent Studies (BIS) Waterloo, Canada 2016 1 剣は凶器。剣術は殺人術。それが真実。薫どのの言ってる事は...一度も自分 の手血はがした事もないこと言う甘えだれ事でござる。けれでも、拙者は真実よ りも薫どのの言うざれごとのほうが好きでござるよ。願あくはこれからのよはそ の戯れ言の真実もらいたいでござるな。 Ken wa kyouki. Kenjutsu wa satsujinjutsu. Sore wa jijitsu. Kaoru-dono no itte koto wa… ichidomo jishin no te chi wa gashita gotomonaikoto iu amae darekoto de gozaru. Keredomo, sessha wa jujitsu yorimo Kaoru-dono no iu zaregoto no houga suki de gozaru yo. Nega aku wa korekara no yo wa sono zaregoto no jujitsu moraitai de gozaru na. Swords are weapons. Swordsmanship is the art of killing. That is the truth. Kaoru-dono ‘s words… are what only those innocents who have never stained their hands with blood can say. However, I prefer Kaoru- dono’s words more than the truth, I do. I wish… that in the world to come, her foolish words shall become the truth. - Rurouni Kenshin, Rurouni Kenshin episode 1 3 Table of Contents Abstract……………………………………………………………………………………………………………….5 Body Introduction………………………………………………………………….……………………………………..6 Adaptation of Media……………………………………………….…………………………………………..12 Kenshin Characters and Japanese Archetypes……………………………………………………...22 Scripts Japanese………………………………………………………………………………………………….29 English……………………………………………………………………………………………………35 Scene Analysis……………………………………………………………………………………………………40 Linguistic Factors and Translation………………………………………………………………………53 -
Dp Guide Lite Us
Dreamcast USA Digital Press GB I GB I GB I 102 Dalmatians: Puppies to the Re R1 Dinosaur (Disney's)/Ubi Soft R4 Kao The Kangaroo/Titus R4 18 Wheeler: American Pro Trucker R1 Donald Duck Goin' Quackers (Disn R2 King of Fighters Dream Match, The R3 4 Wheel Thunder/Midway R2 Draconus: Cult of the Wyrm/Crave R2 King of Fighters Evolution, The/Ag R3 4x4 Evolution/GOD R2 Dragon Riders: Chronicles of Pern/ R4 KISS Psycho Circus: The Nightmar R1 AeroWings/Crave R4 Dreamcast Generator Vol. 01/Sega R0 Last Blade 2, The: Heart of the Sa R3 AeroWings 2: Airstrike/Crave R4 Dreamcast Generator Vol. 02/Sega R0 Looney Toons Space Race/Infogra R2 Air Force Delta/Konami R2 Ducati World Racing Challenge/Acc R4 MagForce Racing/Crave R2 Alien Front Online/Sega R2 Dynamite Cop/Sega R1 Magical Racing Tour (Walt Disney R2 Alone In The Dark: The New Night R2 Ecco the Dolphin: Defender of the R2 Maken X/Sega R1 Armada/Metro3D R2 ECW Anarchy Rulez!/Acclaim R2 Mars Matrix/Capcom R3 Army Men: Sarge's Heroes/Midway R2 ECW Hardcore Revolution/Acclaim R1 Marvel vs. Capcom/Capcom R2 Atari Anniversary Edition/Infogram R2 Elemental Gimmick Gear/Vatical R1 Marvel vs. Capcom 2: New Age Of R2 Bang! Gunship Elite/RedStorm R3 ESPN International Track and Field R3 Mat Hoffman's Pro BMX/Activision R4 Bangai-o/Crave R4 ESPN NBA 2 Night/Konami R2 Max Steel/Mattel Interact R2 bleemcast! Gran Turismo 2/bleem R3 Evil Dead: Hail to the King/T*HQ R3 Maximum Pool (Sierra Sports)/Sier R2 bleemcast! Metal Gear Solid/bleem R2 Evolution 2: Far -
The Art of Video Games Voting Results
The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Publishing. All trade E.T. The Extra‐Terrestrial names and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Cb/SCombat/Strategy CbCombat ®®, 19771977, SSteve MMayer, JJoe SStar RidRaiders ® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Publishing. Gateway to Apshai All trade names and trademarks are properties of their respective parties. -
La Evolución De La Narrativa En El Videojuego Trabajo Final De Grado
La evolución de la narrativa en el videojuego Trabajo final de grado Curso 2018/2019 Javier M. García González Beneharo Mesa Peña Grado en Periodismo Profesor tutor: Dr. Benigno León Felipe Facultad de Ciencias Sociales y de la Comunicación Trabajo final de grado RESUMEN En este trabajo se pretende mostrar los mecanismos y funcionamientos narrativos dentro de la industria lúdica del videojuego, comentando los primeros títulos que fueron creados y la posterior evolución de la narración de sus historias. Asimismo, se analizarán las particularidades entre las mecánicas del videojuego y cómo estas se ajustan a la narrativa a cada género, señalando cuáles son los más populares, cuáles incurren más en disonancias, juegos de autor, así como aquellos títulos que han sentado precedentes a la hora de crear historias en los videojuegos. Como conclusión final, se tratará de mostrar las particularidades y complejidades de un medio que, si bien es menos longevo que el cine, música o la literatura, genera más beneficio que los anteriores en su conjunto. Por otro lado, aunque en sus inicios el videojuego tuviera unos objetivos más limitados, a lo largo de su evolución se ha acercado al lenguaje literario y cinematográfico, creando así una retroalimentación entre estas tres modalidades artísticas. PALABRAS CLAVE Videojuego, narrativa, ludonarrativa, software, interactividad, transmedia, arte, literatura, cine. ABSTRACT The aim of this work is to show the narrative mechanisms and functions within the video game industry, commenting on the first titles that were created and the subsequent evolution of storytelling. Also, It will analyze the particularities between the mechanics of the game and how they fit the narrative to each genre, indicating which are the most popular, which incur more dissonance, author games, as well as those titles that set precedents to create stories in video games.