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14 Apple Arcade Games to Play on Launch Day from Strategy to Action to Puzzle Games, Here’S Where You Should Head First
APPLE MOBILE GAMING 11 14 Apple Arcade games to play on launch day From strategy to action to puzzle games, here’s where you should head first By Russ Frushtick @RussFrushtick Sep 19, 2019, 9:40am EDT Simogo Games Today’s launch of Apple Arcade might be overwhelming to some players. Subscribers who drop $4.99 a month get unlimited access to a large swath of games, and scrolling through the list can feel a bit like trying to find something good to watch on Netflix. The initial launch line-up includes over 50 games, but we’ve gone ahead and narrowed them down to 14 titles you’d do well to check out first. WHAT THE GOLF? Triband/The Label While there are plenty of thoughtful, story-driven games in the Apple Arcade collection, What the Golf? goes another way. What starts as a simple miniature golf game quickly evolves into a bizarre blend of physics-based chaos. One level might have you sliding an office chair around the course while another has you knocking full-sized buildings into the pin. The pick-up-and-play nature makes it an easy recommendation for your first dive into Apple Arcade. ASSEMBLE WITH CARE It makes sense that Apple would work with usTwo on an Apple Arcade release title. After all, the developer is known as one of the most successful mobile game makers ever, thanks to Monument Valley and its sequel. usTwo’s latest title, Assemble with Care, taps into humans’ love of taking things apart and putting them back together. -
Program Guide Index Sgc Program Guide 2013
EVENT’S SCHEDULE Version 0.3 Updated 17.06.13 GUEST LIST MARKET PLACE SGC GROUND MAP AND MUCH MORE!!! JUNE 21ST - 23RD, 2013 HYATT REGENCY DALLAS SGCONVENTION.COM PROGRAM GUIDE INDEX SGC PROGRAM GUIDE 2013 PROGRAM’S CONTENT A quick look at the most amazing three day gaming party in the entire Southwest! This index is where you can find all the information you’re looking for with ease. SGC Woo! The Guest List What is SGC? PAGE PAGE Need more information Welcome to the convention! about your favorite 04 09 celebrities? The Schedule The Hotel PAGE PAGE For when you want to Where is SGC held, rooms be at the right place, and reservations. 05 14 at the right time. PAGE PAGE The SGC Map Where to Eat? It’s dangerous to go along. Hungry? 06 17 TAKE THIS! TABLE TOP ROOM Transport PAGE PAGE Get you card, board, dice, Arriving in Dallas and need and role-playing games directions? 08 18 ready! 2 INDEX SGC PROGRAM GUIDE 2013 PROGRAM’S CONTENT Dealer Room Want exclusive merchandise PAGE or even a rare game? We have you covered! 19 IRON MAN PAGE OF GAMING The only competition to test 24 a gamer’s skills across all consoles, genres, and eras. ARCADE ROOM Play with your fellow gamers PAGE by matching up on either retro, modern, or arcade classics! 20 COSPLAY CONTEST PAGE Of course we love cosplay at SGC! See the rules for this year’s 28 contest at SGC! MOVIE ROOM Love movies? Check out which PAGE movies we will be showing day and night! 22 THANK YOU! PAGE Thanking those who supported SGC on the 2012 Kickstarter. -
Trgnvol1issue5.Pdf
GAUNTLET DARK LEGACY 2 URIDIUM 22 INTERVIEW WITH ONE MAN & HIS DROID 23 INTERGHOST 7 DIE HARD TRILOGY 8 FAXANADU 10 SAMURAI JAZZ 10 TARGET RENEGADE 10 SUPER SPACE INVADERS 10 I am very excited to bring you this month’s issue of The Retro Games News as we have a great variety of reviews thanks to all of you who decided to write your own articles for the publication. Thanks also to Shaun who supplied us with a new logo. As I hope you will see, the layout of the Magazine has also had a bit of a facelift, my aim being to make it look as professional as possible, but still keeping the content laid back and fun to read. This month, we have an exclusive interview with the popular YouTuber Interghost, we have reviews spanning various systems and we also feature a new game which has been written by an independent publisher. Enjoy the read and happy retro gaming! Phil Wheatley - Editor GAUNTLET LEGACY Essentials Exclusive Offer! Test Drive Amiga Retail Box USA/NTSC Release Only $9.99 US plus shipping visit elisoftware.com and use promo code TRGNTD offer good until 8/15/2013 Your main channel is been around since 2006 which must be one of the oldest retrogaming channels INTERGHOST: around, what inspired you to start a channel? Yes, it’s been around for some time now, and time has just flown by! But as for being one of the oldest ADAM CLEAVER retrogaming channels, its not really. I was inspired by quite a few channels back before I decided to Adam Cleaver, better known as Interghost take the plunge into video making. -
Video Gaming and Death
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017). -
Second Hand Gaming Influence of Interactive Media
SECOND HAND GAMING INFLUENCE OF INTERACTIVE MEDIA BY METHOD OF CONSUMPTION By BRYAN TRUDE Bachelor of Arts in Mass Communications University of Central Oklahoma Edmond, Oklahoma 2013 Submitted to the Faculty of the Graduate College of the Oklahoma State University in partial fulfillment of the requirements for the Degree of MASTER OF SCIENCE May, 2017 SECOND HAND GAMING INFLUENCE OF INTERACTIVE MEDIA BY METHOD OF CONSUMPTION Thesis Approved: Dr. Danny Shipka Thesis Adviser Dr. Cynthia Wang Dr. Lori McKinnon ii ACKNOWLEDGEMENTS I would like to thank the faculty and staff of the Oklahoma State University School of Media and Strategic Communications, the College of Arts and Sciences, and the Graduate College for all of their guidance and support through this two-year journey. Individually, I would like to thank Dr. Danny Shipka, Dr. Cynthia Wang, and Dr. Lori McKinnon for their service on my thesis committee, along with Dr. Stan Ketterer, a committee member who had to withdraw for medical reasons. Keep on tickin’, doc. I would also like to thank Dr. Craig Freeman, director of the School of Media and Strategic Communications, for never being too busy to sit down and chat about whatever, and for overwhelming me with your daily dose of energy and passion for everything SMSC. Dr. Shipka, thank you for leading me by the hand through this process like an owner leading a scared puppy, and for reassuring me when I got too far inside my own head. I could have never done this without you, and everything I become from here on out is because of what you’ve helped me to build. -
Colt Canyon - Fact Sheet
Colt Canyon - Fact Sheet “People love westerns worldwide. There's something fantasy-like about an individual fighting the elements. Or even bad guys and the elements. It's a simpler time. There's no organized laws and stuff.” (Clint Eastwood) DEVELOPER TEAM: • Retrific aka. Jonathan Mannshoven (Concept, code, design, most of the pixel art) Plus Freelancer Support: • Niilo Takalainen (Sound) • Luigi-Maria Rapisarda (Music) • Fabian Donner (Additional art: User interface and some pixel art) JONATHAN MANNSHOVEN: • 24 years old • German solo developer and student, Colt Canyon his magnum opus • Studying Game Design, working on Colt Canyon in his free time • Making games is his passion, already spent many thousands of hours making games ATMOSPHERE, PROGRESSING & STORYTELLING: • Distinguished Western feel by environmental sounds, music and graphics • Focus on great gameplay and game feel, story kept simple • Roguelike progression through unlocking more characters (with varying stats and strengths) and weapons through various challenges – secrets or random encounters and by learning the games mechanics and getting to know the world’s objects and enemies. After a couple of failed runs, you will be able to read the environment more clearly and therefore be able to make decisions faster and easier, helping you to live on longer, until you finally beat the game. • Getting inspiration from games like Hotline Miami, Nuclear Throne, Enter The Gungeon, Hunt: Showdown, Red Dead Redemption and many others • Large, open levels allow for exploration and a unique atmosphere • High replayability FEATURES: • Simple on the surface but with a lot of depth and intertwining features • Easy to learn but hard to master • Polished to perfection • Roguelike gameplay mechanics incl. -
September 2015 Press Highlights February 24, 2015August 22, 2015
September 2015 Press Highlights February 24, 2015August 22, 2015 Katz, Rachel, “A Tempo: August 22” WWFM, 8/22/2015 “Tell us: What issues should the next mayor care about?” Philly.com, 8/20/2015 Katz, Rachel, “A Tempo: August 15” WWFM, 8/15/2015 “STAMP in Old City: 6ABC Action News, 8/14/2015 Johanson, Kristen, “Phila. High School Students Complete Summer Internships Through WorkReady Program” CBS Philly, 8/14/2015 Jamison, Mikala, “STAMP in Old City” Philadelphia City Paper, 8/13/2015 Middleton, Josh, “Cultural Alliance Hosts Free Old City Museum Crawl for Philly Teens” Philly Mag Ticket, 8/13/2015 Bloom, Robin, “Weekly Entertainment Guide Watercolors” Newsworks.org, 8/12/2015 “Blogathon on the Intersections of Art and Science Day 3” Barry’s Blog, 8/11/2015 Volpe, Allie, “This Week in Philly: Aug. 10Aug. 16” Philly.com, 8/10/2015 Smith, Eric, “This Thursday: GroundSwell Hosting Happy Hour at The Oval” Geekadelphia, 7/28/2015 Mabaso, Alaina, “Geek out on arts and culture with the Philadelphia Geek Awards” Broad Street Review, 7/28/2015 Middleton, Josh, “Here are the 2015 Philadelphia Geek Awards Nominees” Philly Mag Ticket, 7/21/2015 Vadala, Nick, “Nominees announced for 2015 Philadelphia Geek Awards” Philly.com, 7/21/2015 “Philadelphia Geek Awards announces 2015 nominees” Newsworks.org, 7/21/2015 Manklang, Mo, “Cast your vote on the Mayor’s next Arts and Culture priorities (and grab a beer!) Generocity.org, 7/21/2015 Inquirer Editorial Board, “A need for more arts jobs” Philadelphia Inquirer, 7/20/2015 Inquirer Editorial Board, -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
A Videogame with Skill-Based Challenge Generation Information
Holiday Knight: a Videogame with Skill-based Challenge Generation Joao˜ Filipe Lopes Pardal Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Professor Carlos Antonio´ Roque Martinho Examination Committee Chairperson: Professor Miguel Nuno Dias Alves Pupo Correia Supervisor: Professor Carlos Antonio´ Roque Martinho Member of the Committee: Professor Rui Filipe Fernandes Prada May 2019 Acknowledgments I want to acknowledge my dissertation supervisor Prof. Carlos Martinho for his insight, support, patience, immense amount of help and sharing of knowledge that has made this Thesis possible. I would like to thank my parents, brother and grandmother for their friendship, encouragement and caring over all these years, for always being there for me through thick and thin and without whom this project would not be possible. Last but not least, to all my friends and colleagues that helped me grow as a person and were always there for me during the good and bad times in my life. To each and every one of you – Thank you. Abstract Challenges in video games tend to be created in a ’one challenge for all players’ fashion, which creates different experiences for different players given that they do not all possess the same skills required to overcome said challenges. Some games offer the choice between a few difficulty settings like the well known easy, normal and hard format. But what if instead of one difficulty for everyone or making the player choose the difficulty he wants, the game could adjust -
On Criticism and Form–Style and Technology
Bullerdick 1 Kathryn Bullerdick Clifford Siskin Introduction to Advanced Study 01 December 2008 On Criticism and Form–Style and Technology In an interview with National Public Radio’s Talk of the Nation, the chief film critic for The New York Times, A.O. Scott, muses on the variety of roles a critic must play. He reflects upon some wisdom passed down by his predecessor, Vincent Canby, by referencing the phrase, “Critics never wear hats. And would never throw them in the air” (Talk). Scott employs the idiom: "to wear many hats" or "to wear a lot of different hats at once" to describe a balancing act, implying that the professional critic is often asked to embody the “everyman” while touting the wisdom of an expert—thus working as both a “fan” and “the elite.” He explains, “it’s always my own experience that I’m writing about and my own enjoyment or frustration or lack of enjoyment that I’m trying to explain in a way that’s just a little bit more than subjective, because I don’t think it’s “Critics never wear hats. And would useful for a critic just to say ‘I like that.’” Scott continues, “You have to never throw them in the air” – Vincent Canby [create] some kind of argument or something that communicates not just how you felt […] but what you thought about it, and what might be interesting for viewers to think about and what they might encounter when they’re there” (Talk). Employing A.O. Scott’s definition of criticism and using “hats” as a metaphor, this essay examines the role of the literary critic, the many ways that the Internet and journalism can influence and affect change in the academy’s approach to Bullerdick 2 criticism and the disguises critics commonly wear. -
FULLTEXT01.Pdf
Abstract Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2D Roguelike game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it. Keywords: Procedural content generation, PCG, Game Bits, Game User Experience, Roguelike. Table of Contents 1. Introduction 1 2. Background 2 2.1 Procedural Content Generation 2 2.2 PCG Methods 3 2.3 Layers of Game Content 4 2.4 PCG in games 5 2.5 Roguelikes 6 2.6 User Experience (UX) and Game User Experience 7 2.7 Color and emotion 10 2.8 Related studies 10 3. Problem 12 3.1 Method 13 3.2 Ethical considerations 15 4. The game prototype 16 4.1 Core mechanics and User Interface 16 4.2 Environment 18 4.3 Enemies 19 4.4 Environmental objects 22 5. Results and analysis 23 5.1 Participants and their background 23 5.2 General impression of the game 24 5.3 Enjoyment 25 5.4 Frustration 27 5.5 Replayability 28 5.6 Environment and aesthetic value 30 5.7 Analysis 32 6. -
Eastern Progress
SETBACKS Colonels lose first home game of season, fall to COLLECTORS Tennessee State in double overtime B6 Campus roomates collect law enforcement badges from across Kentucky and the country B1 THE EASTERN PROGRESS www.easternprogress.com © 2012 Richmond, KY Student publication of Eastern Kentucky University since 1922 12 pages, Thursday, February 2, 2012 Lack of on-campus apartments displaces international students By JACQUELINE HINKLE to American food.” [email protected] James Street, the acting executive vice president and administrator, said there are still options avail- Following the demolition of the Brockton apart- able on campus for students to live during the con- ments, many students have found themselves in struction of the new dorm that he said will provide need of new housing options either on or off cam- a desired residence for international students. He pus; international students are having a particular- also said the school hosted an apartment fair pri- ly diffi cult time. Additionally, Student Government or to the evacuation of Brockton for the residents. Association has passed a resolution in support of “Th e new dorm will be two to four bedroom an apartment listing on its website to help students. suite style,” Street said. “In the mean time there are “Th e main problem that international students still some units available in Brockton.” are having is fi nding housing with their own kitch- Kenna Middleton, director of housing, said all en, which is what Brockton provided,” said student of Brockton is not torn down. Th ere are 24 units senator Bong Han Lee, 19, environmental health remaining on the complex.