From System Shock to System Change- Time to Transform the Future of Sustainability
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2K Games and Irrational Games Announce Bioshock(R) Infinite
2K Games and Irrational Games Announce BioShock(R) Infinite August 12, 2010 2:01 PM ET Creators of original BioShock(R) look to the sky in the next chapter of the award-winning franchise NEW YORK, Aug 12, 2010 (BUSINESS WIRE) -- 2K Games announced today that BioShock(R) Infinite, a first-person shooter, is currently in development at Irrational Games, the studio behind the original BioShock(R) which has sold over 4 million units worldwide. Set in 1912, BioShock Infinite introduces an entirely new narrative experience that lifts players out of the familiar confines of Rapture and rockets them to Columbia, an immense city in the sky. BioShock Infinite is currently planned for release during calendar 2012. Originally conceived as a floating symbol of American ideals at a time when the United States was emerging as a world power, Columbia is dispatched to distant shores with great fanfare by a captivated public. What begins as a brand new endeavor of hope turns drastically wrong as the city soon disappears into the clouds to whereabouts unknown. The player assumes the role of former Pinkerton agent Booker DeWitt, sent to the lost city to rescue Elizabeth, a young woman imprisoned there since childhood. He develops a relationship with Elizabeth, augmenting his abilities with hers so the pair may escape from a city that is literally falling from the sky. DeWitt must learn to fight foes in high-speed Sky-Line battles, engage in combat both indoors and amongst the clouds, and harness the power of dozens of new weapons and abilities. "We are excited to expand the world of BioShock, which is one of the industry's most critically acclaimed and beloved franchises," said Christoph Hartmann, president of 2K. -
Deus Ex (2000) by Ion Storm Inc
A zeitgeist game is reflective of its corresponding social climate. Titles that gain zeitgeist status have in some way challenged the norms of their associated era and revolutionised a pre-established genre by bending traditional conventions. Thus, zeitgeist titles are also timeless. They transcend time, remaining popular and famous due to the societal standpoints they raise and the impact their innovation has on the wider gaming communities and markets. Sci-Fi cyberpunk FPS/RPG Deus Ex (2000) by Ion Storm Inc. is an example of one such title that has built upon its sociological, artistic and technical influences to create a game that resonates innovation through its unique application of emergent gameplay; driven by character interaction and choice. Through analysis of these three fundamental influences in relation to the unique emergent gameplay construction of Deus Ex and correspondingly by comparing the game with its peers gives insight into how this game achieved zeitgeist status. Deus Ex was not the first game to challenge the norm by hybridising FPS/RPG genres. It was inspired by the gameplay of previous FPS/RPG 90’s games Ultima Underworld (1992) and System Shock (1994) by Looking Glass. (Spector, 2000). However, Spector also states he wanted to build upon the foundation laid by these games. He goes on to say his influence for the setting of the game came from his research into millennial conspiracies and his wife’s obsession with the X-Files. (2000). The game world of Deus Ex acts as a basis for the innovative success of its emergent gameplay. Without a lively game world gameplay choices would feel uninspiring. -
Read Book Ultimo: 9 Ebook, Epub
ULTIMO: 9 PDF, EPUB, EBOOK Hiroyuki Takei,Stan Lee | 210 pages | 21 Nov 2013 | Viz Media, Subs. of Shogakukan Inc | 9781421558844 | English | San Francisco, United States Ultimo: 9 PDF Book Download as PDF Printable version. Um die Rezensionen bei uns vorzeigbar und hilfreich zu halten, werden wir jede Rezension entfernen, die diesen Richtlinien oder unseren Nutzungsbedingungen widerspricht. Im Besitz Jetzt kaufen Jetzt vorbestellen. Many aspects of the previous plot still seemed to be present, but Britannia appeared to be a world much more firmly under the Guardian's grasp. Bleib mit Freunden in Kontakt. Archived from the original on February 28, Ultimo East is 1. Deine Freunde. Reihe Kaufen 9. Anzahl: 5 pro Seite 15 pro Seite 30 pro Seite 60 pro Seite. However, he criticized its technical issues, and docked the game one star from a perfect score until "after EA patches it up some. Yelp Sep 30, Following the Avatar 's escape from Pagan , he is transported back to Britannia for one final battle with the Guardian, who is increasingly ruining the physical and moral fabric of that land by use of eight columns. Name that government! We highly recommend purchasing from Ultimo Motors!! Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. The player is able to accomplish this via an Armageddon spell cast behind a Barrier of Life, which takes the Avatar and the Guardian to a higher plane out of Britannia. Most of the game consists of traveling through the dungeons to recover the glyphs and visiting the Shrines of the Virtues to meditate and cleanse them. -
Edge Interview
CREATE PEOPLE, PLACES, THINGS People DORIAN HART Meet the numbers guy who helped create smarter shooters Long before he was in the industry, Dorian created games for children at holiday camps: “I just liked to make up games. I had an obsession with game rules” 118 EDG248.c_people.indd 118 11/7/12 4:06 PM CV orian Hart is the man who worked out Hart’s interests in stat-tweaking and storytelling URL www.cardhunter.com precisely how hard a Big Daddy should combine again in his current project: a browser- Selected Softography Ultima Underworld II, Thief, System Shock, Thief II, System Shock 2, be to kill. BioShock’s melancholy, based fusion of RPG dungeon crawling with Terra Nova, Flight Unlimited II, Freedom Force, lumbering beasts had health bars that trading card battle mechanics called Card Hunter. Freedom Force Vs The 3rd Reich, BioShock, Drequired an approach more tactical than a full- It’s being developed by Blue Manchu, a studio set Choice Of The Star Captain, Card Hunter frontal assault, and encounters with the diver-suited up by Irrational Games co-founder Jonathan Chey. protectors gave rise to the game’s most emergent But while Hart’s first contact with the game and interesting scenarios. Players would lure industry was an interview for a writer’s role with splicers into attacking the Daddy, or set trip mines the studio that became known as Looking Glass, and traps around corners before goading the he soon found himself working on level design monster into a suicidal charge. But one thing on Ultima Underworld II, System Shock and all the divergent approaches had in common is Thief. -
Immersive Sims a Game Design Philosophy by Hackers
Immersive Sims A game design philosophy by hackers and D&D nerds H.A.C.K. online meetup Whoami Game developer ■ Tech Manager at Supermassive Games @Guildford ■ Gamelab: Hungarian Indie ■ Stompy Bot: Canadian Indie Dániel Molnár Hacker -Houruck- ■ id tech lineage presentation @Lakat-LAN ■ Open Source Games & Hacking in video games talks @camp++ ■ “Homo Ludens Ludens” /stf/ Disclaimer ■ I haven’t played most of these games when they came out ⤏ Most of them didn’t click at first ⤏ I was more invested in action titles with twitch gameplay ■ It is my new favourite as a gamer ⤏ I was working on a “boomer shooter” concept ⤏ Picked elements from other titles influenced by immersive sims ⤏ And/Or I had a similar thought process to their designers ⤏ Possibly due to my IT background and interest in hacking ■ I find it intellectually challenging to design What is this talk about? Immersive Sims ■ I think it is not a genre, but rather a design direction ⤏ Form of environmental design ⤏ Common narrative trappings ⤏ Game design philosophy ■ I am currently working on my own definition ■ Guildford Interpretation of Immersive Sims ■ Researching relevant games ■ My findings so far from the lense of connections to the hacker subculture What is even a genre? ■ Movies are a bit more clear-cut ■ Video games have broad genres like action,adventure,etc. ⤏ We tend to focus on mechanics and design ⤏ Like First Person Shooter (states camera, and core mechanic) ⤏ And Real Time Strategy (so not turn based) ⤏ Or compare to other titles (Doom clone, Soulslike) ⤏ It can oversimplify or alienate newcomers (Roguelike, Metroidvania) ■ End of the day it is just a label ⤏ Allowing for marketing and meaningful conversations ⤏ For gamers and developers alike Berlin Interpretation of Roguelikes High value factors Low value factors 1. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
System Shock 2®
sysshock man -eng 02/05/2000 9:11 Page 1 SYSTEM SHOCK 2¨ WARNING: TO OWNERS OF PROJECTION TELEVISIONS STILL PICTURES OR IMAGES MAY CAUSE PERMANENT PICTURE-TUBE DAMAGE OR MARK THE PHOSPHOR OF THE CRT. AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON LARGE- SCREEN PROJECTION TELEVISIONS. EPILEPSY WARNING PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. PRECAUTIONS TO TAKE DURING USE • Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows. • Preferably play the game on a small screen. • Avoid playing if you are tired or have not had much sleep. • Make sure that the room in which you are playing is well lit. -
Bioforge™ Install Guide
THIS BOX CONTAINS: (1) CD (your game!) Install Guide (16 pp.) with quick installation instruction , directions for creating a floppy boot di k, configuration for a variety of memory management systems and Troubleshooting answers to possible problems. Playguide (20 pp.) covering movement, fighting, interaction and so forth. This also includes a step-by-step Introductory Walkthrough. Hint Book Excerpt ( 16 pp.) giving hints, a detailed walkthrough of the first section, character stats, etc. Field Personnel File (32 pp.) that provide , through the confiscated documents of Caynan, a brief glimp e into the Mondite movement and Daedalus laboratory. Reference Card lists the keyboard commands for a single-glance reminder. Registration Card - we'd love to know who you are! BIOFORGE™ INSTALL GUIDE Welcome to BioForge. This guide includes quick installation instructions for users more familiar with the proce , and a detailed, tep-by- tep guide to in tailing the game. If you experience any difficulty, consult Troubleshooting (p. 8). To avoid compatibility or memory problems, please take a moment to confirm that your machine matches the system requirements described below. Remember, you may safely top at any time during installation and return to the previou menu by pres ing ~except when it is copying file . (To exit installation while the program is copying file , press~.) Note: BioForge has been fully tested with the Double Space/Drive Space disk compression utility that shipped with MS-DOS version 6.0 and up. We cannot guarantee the compatibility of our games with other disk compression utilities. QUICK INSTALLATION Note: If you are running a di k cache such as SMARTDrive, you need to disable it to insure a clean installation. -
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. -
PDF Management Board Report on CD PROJEKT Capital Group Activities
Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employees decline all responsibility in this regard. Table of contents Significant achievements of the Capital Group in 2015 ........................................................................................................................ 5 Activity profile ..................................................................................................................................................................................................... 7 Summary of CD PROJEKT Capital Group strategy for 2011 - 2016..................................................................................................... 8 CD PROJEKT Capital Group growth outlook ............................................................................................................................................ 9 Strategy of the CD PROJEKT Capital Group for the years 2016-2021 .............................................................................................. 9 CD PROJEKT S.A. on the capital market ................................................................................................................................................... 13 Market environment – -
Come, Thief PDF Book
COME, THIEF PDF, EPUB, EBOOK Jane Hirshfield | 104 pages | 28 Mar 2012 | BLOODAXE BOOKS LTD | 9781852249243 | English | Tyne and Wear, United Kingdom Come, Thief PDF Book Official Sites. Want to Read Currently Reading Read. But if you do not wake up, I shall come upon you as a thief, and you will not know which hour I shall come upon you. Black Girl, Call Home. It stands on the top of the mountain and looks for more mountain, steeper pitches. A few times, you held another beyond any measure. Trouble in Mind. I do like Jane Hirshfield's poems. Berean Study Bible Remember, then, what you have received and heard. I can go back to it again and again and each time find something new, whether it's a fresh way of looking at the world or just sheer admiration of her spare but expansive style and incisive eye. Not a bell, but the sound of the bell in the -bell--shape, lashing full strength with the first blow from inside the iron. Love in August White moths against the screen in August darkness. Other changes include an increase in the number of AI behaviors. If you will not wake up, I will come like a thief, and you will not know at what hour I will come against you. A gauge at the bottom of the screen called the 'Light Gem' indicates how visible the protagonist is. Whatever direction you turned toward was face to face. Unsourced material may be challenged and removed. Her poems press the experiential. Clear your history.