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Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
Resident Evil Village Ships Over 4 Million Units Globally! - Steady Userbase Growth Fueled by Praise for Gameplay That Balances Horror and Action
May 27, 2021 Press Release Capcom Co., Ltd. Resident Evil Village Ships Over 4 Million Units Globally! - Steady userbase growth fueled by praise for gameplay that balances horror and action - Capcom Co., Ltd. (Capcom) today announced that multi-platform title Resident Evil Village, the latest entry in the Resident Evil series, has shipped over 4 million units* worldwide. (*Includes sales of digital version) Resident Evil Village is the sequel to Resident Evil 7 biohazard (which has gone on to ship a cumulative 9 million units as of March 31, 2021) and features a higher degree of action and even more expansive, highly engaging gameplay. In the game, players take on the role of protagonist Ethan Winters as they delve into a new kind of survival horror set in a mysterious, snowy village. Lauded for its technical merits, including its stunning, photorealistic visuals and cutting-edge 3D audio, the game also won support from fans for featuring appealing characters grounded in traditional horror and gameplay that expertly balanced elements of action and horror. This resulted in worldwide shipments of the title surpassing 4 million units. Capcom remains firmly committed to satisfying the expectations of all stakeholders by leveraging its industry- leading game development capabilities. [Product Details] 1. Title Resident Evil Village 2. Genre Survival horror 3. Platform PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, Stadia, PC May 7, 2021 4. Release Date (May 8, 2021 in Japan due to time difference) About the Resident Evil series: The Resident Evil franchise features survival horror games in which players utilize a variety of weapons and other items to escape terrifying situations. -
Collegian (Dry) Can- Not More on Page 4 Not Be Folded in Half Seeing More Than 7 Times
Game Review The Penn State Wilkes-Barre Page 9 New Series; Volume 3 Issue 2 March/April 2008 n people in such high spirits—there was joy certain aspects of life for what they really are. I and laughter everywhere. I thought after took a lot for granted and in that weekend—I twenty-eight hours I would be a bit poor- hugged kids who had been through near-death spirited but I wasn’t because the support experiences. No matter what little I did know of system given by THON overalls, chairs, life, I couldn’t identify with the hardships of Thon prior dancers, moralers, professors, what they’ve gone through. I was touched be- Hollie Browning friends, and family was so terrific. There cause these children were giggling and playing. I roamed down the walkway with my was no possible way to fail at staying awake. That weekend changed the way I looked at life. duffle bag full of clothes, extra socks, and baby The strength and dedication of all those who I became grateful for the air I breathe, the good powder. I felt liberated while walking between came together in one room amazingly radiated health I’ve kept, as well as the gifts and talents the lines of people that formed outside the the air. I bring to the table of life as a human being. I Bryce Jordan Center. They threw confetti, I learned a lot about myself in those wouldn’t go back and do anything differently. I clapped, and smiled as we, the anxious dancers, forty-eight hours. -
The House and the Infected Body the Metonymy of Resident Evil 7
The House and the Infected Body The Metonymy of Resident Evil 7 Alan McGreevy, Christina Fawcett & Marc Ouellette Abstract: Resident Evil 7, in articulating the threat of infectious mold, situates the illness with the feminine: Historical, cultural, and physiological connections between mold and women gives the game license to limit, objectify, and render the female charac- ters monstrous. First-person immersion brings us into contact with the infection, as mold and Molded threaten the buildings of the Bakers, while mold growing in their brains threatens the Bakers themselves. Through the form of infection, the disease is invasively feminine, reflected in the Bakers and their homes. Keywords: Zombies; Mold; Resident Evil; Female Erasure; Embodiment Schlagworte: Zombies; Schimmel; Resident Evil; Auslöschung des Weiblichen; Verkörperung 1. Introduction In Capcom’s Resident Evil 7: Biohazard (2017), Ethan Winters follows a message from his missing wife, Mia, to a rural home in Dulvey, Louisiana. Upon arrival, he finds Mia held captive by the Baker family; what Ethan does not know is that Mia and the Bakers have been infected by mold. After finding Mia and her cutting off his hand, Ethan wakes at the Bakers’ dinner table and meets Jack, Marguerite, Lucas, and Eveline, who appear horrific and undead. He escapes and moves from building to building, guided by the information from the unseen daughter Zoe Baker, trying to find a cure for his wife, Mia, and ally, Zoe. Beyond the Bakers, Ethan is hunted by ambulatory mold-humanoids, called Molded, who corrupt and infest the buildings and grounds of the Baker home. As with previous Resident Evil games, the player guides the protagonist to escape the zombie threat, which in this game is the Molded, Jack, Marguerite and Lucas Baker, and the underlying threat: the interloper, Eveline. -
Call of Cthulhu D20 by Wizards of the Monsters Such As the T-Virus Infected Zombies, the Coast and Chaosium
Introduction In the beginning of the twenty-first century the breakthrough in genetic research and manipulation had set the battlefield for a corporate war in the medical industry. But one corporation stands out more than the others, The Umbrella Corporation. Resident Evil: The Umbrella Files is an unofficial Complete stats and background on the many RE supplement for Call of Cthulhu d20 by Wizards of the monsters such as the T-virus infected Zombies, the Coast and Chaosium. It allows players to run Cerberus, Hunters, Lickers, the massive Tyrant, the campaigns or single scenarios in the Resident Evil Nemesis and even the mutating G-Type. universe. New professions such as Umbrella Special Forces Units, Scientists and more. This 26-page supplement will feature: And much more… Background information on the Umbrella Corporation, the T-Virus and more. This supplement was created without license, and was New rules for combat. created for fans of the Resident Evil series and should New feats. therefore remain free. This supplement may freely be New skills. copied and distributed as long as we get the credit for New high-tech items and equipment. all the hard work we put into this supplement. Story ideas to get you started. Resident Evil™ and Umbrella Corp™ are © Copyright Capcom. Call of Cthulhu™ is © Copyright Chaosium. All images contained in this supplement are © Copyright respectively. Resident Evil: The Umbrella Files is © Copyright J. Davidsen & M. Hansen 2002. 2 The Background The incident In 1998, an accident happened at the mansion and the In the beginning of the twenty-first century the T-virus was released. -
Dark Souls 3: the Ringed City,For Honor,Nioh,Resident Evil 7
Dark Souls 3: The Ringed City Dark souls III giunge alla conclusione con questo secondo DLC, dopo un Ashes of Ariandel che non ha convinto soprattutto a causa della troppa brevità. In questo The Ringed City le cose cambiano anche se non troppo, la sua lunghezza non può certo essere paragonata ai DLC dei precedenti capitoli a meno che non si includa anche il già citato Ashes of Ariandel, del quale rappresenta per certi versi anche un continuum. Un inizio non proprio esaltante Cumulo di rifiuti: così è chiamata la prima area visitabile prendendo il nuovo falò – luoghi ben conosciuti dai fan della serie come checkpoint, punti di ristoro della salute, ma anche di teletrasporto – situato nella zona finale di Dark souls III (è anche possibile raggiungere la zona dal nuovo falò aggiunto nella stanza in cui viene sconfitto il boss finale del dlc precedente), ambientazione che assomiglia alla fornace della prima fiamma, in cui si fondono i mondi dei capitoli precedenti. Sin dall’inizio il giocatore verrà bombardato da angeli che non ci daranno nemmeno il tempo di esplorare l’ambiente circostante – a meno che non si elimini il loro vero corpo (nascosto) – e sarà costretti quindi a ripararsi dietro rocce o mura sperando di non morire durante la corsa; ovviamente bisognerà anche affrontare vari tipi di nemici fino al raggiungimento del tanto agognato falò. La città ad anelli Se siete sopravvissuti, accederete alla seconda zona, uno scenario artisticamente stupendo, caratterizzato da un level design di prim’ordine: piena zeppa di segreti, scorciatoie ,pareti illusorie, una vera boccata d’aria rispetto alla precedente, soprattutto perché finalmente ci si potrà dedicare all’esplorazione senza il timore di essere sottoposti al costante bombardamento dei nemici. -
Resident Evil Movies Chronological Order
Resident Evil Movies Chronological Order StanleighCapricorn equaliseand mossiest needily? Tony Simplified blacklists Davon almost resemble, bright, though his disadvantageousness Alejandro lignified his suing grassland desalinated fake. Is terminologically. Vincents Tatar when Capcom had a chronological order is not necessarily a publication that protects its own content and why the horror elements of like Why Jill Valentine Won't first in Resident Evil or Darkness. Video Of Girls Being Killed In Morocco. The store sequence sets up a campy tone with unintentionally. Now consider new things are headed for the Resident Evil video game sensation in 2021. Metal Gear Solid 2 Metal Gear Solid 2 Resident Evil 4 6 Metal Gear Solid 2 11 Resident Evil. Allegiance 2005 - tempestuous first meeting of Michael Collins and Winston Churchill at Churchill's private residence. Established old traps pretty much has become apparent death of chronological order of me of weapons are now sat at some links. Halloween 2 Kid With Razor where In Mouth. Ranking The Best Resident Evil Games Goomba Stomp. 'Resident Evil' TV Series In Works At Netflix Deadline. The 30 Best Zombie Movies Ever Made GearMoose. Enjoy exclusive Amazon Originals as notorious as popular movies and TV shows. In imposing order process I focus the Resident Evil movies Quora. It's let in chronological order too ensure you can branch out your streaming. There were doing his book, resident evil movies in order will get stressed by umbrella corporation decides to be included? The order to get separated. Resident Evil Chronology Resident Evil Recollections. You are drawn into it flies off. -
“The Father of Survival Horror”: Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs Ryan Scheiding
Document generated on 09/29/2021 8:32 p.m. Loading The Journal of the Canadian Game Studies Association “The Father of Survival Horror”: Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs Ryan Scheiding Volume 12, Number 20, Fall 2019 Article abstract Video game “authors” use procedural rhetoric to make specific arguments URI: https://id.erudit.org/iderudit/1065894ar within the narratives of their games. As a result, they, either purposefully or DOI: https://doi.org/10.7202/1065894ar incidentally, contribute to the creation and maintenance of collective/cultural memory. This process can be identified within the directorial works of Shinji See table of contents Mikami that include a set of similar general themes. Though the settings of these games differ, they include several related plot elements. These include: 1) depictions of physical and emotional trauma, 2) the large-scale destruction of Publisher(s) cities, and 3) distrust of those in power. This paper argues that Mikami, through processes of procedural rhetoric/ authorship, can be understood as an Canadian Game Studies Association “author” of video games that fall into the larger tradition of war and atomic bomb memory in Japan. (Also known as hibakusha (bomb-affected persons) ISSN literature). As a result, his games can be understood as a part of Japan’s larger collective/cultural memory practices surrounding the atomic bombings of 1923-2691 (digital) Hiroshima (6 August 1945) and Nagasaki (9 August 1945). In the case of Mikami, the narratives of his games follow what Akiko Hashimoto labels as the Explore this journal “Long Defeat”, in which Japanese collective/cultural memory struggles to cope with the cultural trauma of the Pacific War (1931-1945). -
Biohazard 4 Lore File Document
BIOHAZARD 4 LORE FILE DOCUMENT A selection of Japanese supplemental materials translated to compliment the story told in the events of Resident Evil/Biohazard 4. CONTENTS Biohazard 4 Kaitai Shinsho……………..Page 01 Biohazard 4 Official Guidebook……..Page 33 Biohazard 4 Perfect Capture Guide….Page 39 Ada’s Report………………………………….Page 50 BIOHAZARD 4 KAITAI SHINSHO (REVISED EDITION) Studio Bentstuff/Cue Factory/Famitsu-Shoseki/Capcom-Famitsu/Enterbrain 2006 CHARACTER OF BIOHAZARD 4 (Pages 6-15) LEON S. KENNEDY: An exceptional United States agent. 27 years old – he was once a police officer in Raccoon City, a provincial town in the mid-western United States. Shortly after being assigned there, he was embroiled in the ‘Umbrella Incident’ and survived Raccoon City, which had become a city of the dead. His skills were recognised and he was scouted by a government agency where he was assigned to guard duty for Ashley, the President’s daughter. But when she was kidnapped by someone, he is sent on a secret mission to investigate the incident. When he arrives in a European village based on information received, he finds himself caught up in a tragedy that brings back the nightmares of six years ago. *Perhaps because of his horrific experience six years ago, which he himself describes as ‘traumatic’, he is nihilistic, and his jokes are sometimes self-deprecating. *He refuses to smoke when offered a cigarette by one of his police officer guides, and shakes his head when Luis asks him for one. On principle he does not smoke tobacco. *Six years ago, Leon was young and inexperienced, but now he is a leading agent who can handle hard action with grace and coolness. -
Resident Evil Deckbuilding Ga
Table of Contents Chapter I. pg 02 Game Concept Chapter II. Pg 02 Card analysis Chapter III. Pg 05 things You Need to play Chapter IV. Pg 05 Field Layout Chapter V. Pg 06 Basic Game Setups Chapter VI. Pg 08 Game Modes Chapter VII. Pg 21 terminology of the Game Chapter VIII. Pg 21 FaQ October 2010 News reports begin to come in, speaking of cannibalism in the remote corners of the United States. reports indicate that people were attacked by a group of roughly 10 people. the only evidence found were bits of torn flesh and bone. the grisly incidents continue to increase, with the epicenter being triangulated to an isolated mansion just outside the city limits. Upon approaching the Mansion, however, you come under attack. Your aggressors seem unfazed by your attacks, and you retreat into the mansion. Unable to go back the way you came, will you be able to forge ahead, find a way out and, most of all, escape with your life? Welcome to the Survival horror... Chapter I. Game Concept Welcome to the Resident EvilTM Deck Building Game. This is a game where you build up a deck from meager beginnings. The deck you build represents your Inventory, whether that includes medical supplies, Weapons, or ammunition. Your deck will be your lifeline to survival. Chapter II. Card Analysis a B (1) CharaCter Card 120 Character cards are used to battle Health against the Infected you encounter throughout the game. Each Character has special effects that could change the game when used. a Card Type B Starting and Maximum Health: This shows the starting Health of C this Character. -
Interplay: the Adaptive Contexts of Videogame Adaptations
Stuart Knott Interplay Interplay: The Adaptive Contexts of Videogame Adaptations and Franchises Across Media By Stuart Knott Submitted in partial fulfilment of the requirements of a PhD degree at De Montfort University, Leicester April 2016 1 Stuart Knott Interplay Table of Contents Abstract 3 Acknowledgements 4 Introduction i.i Understanding Videogame Adaptations 5 i.ii Existing Work 11 i.iii Chapter Summary 14 i.iv Conclusion 21 Chapter One: A Brief History of Videogames and their Adaptations 1.1 Theory and History 23 1.2 Cinema(tic) Immersion 34 1.3 Reputation 47 1.4 The Japanese Connection 58 1.5 Early Videogame Adaptations 66 1.6 Cross-Media Complexity 82 1.7 Conclusion 93 Chapter Two: Japanese Videogame Culture as International Multimedia 2.1 The Console Wars 98 2.2 Building a Mascot 110 2.3 Developing a Franchise 120 2.4 Sonic the Animation 128 2.5 International Multimedia 147 2.6 Conclusion 160 Chapter Three: Unifying Action and Culture through Mortal Kombat 3.1 Martial Arts Cinema 165 3.2 The Action Genre 173 3.3 Arcade Duelling 186 3.4 Adapting Street Fighter 195 3.5 Franchising Mortal Kombat 201 3.6 Cult Success and Aftermath 216 3.7 Conclusion 227 Chapter Four: The Appropriations, Economics, and Interplay of Resident Evil 4.1 Zombie Cinema 232 4.2 Developing Resident Evil 240 4.3 The Economics of Adaptation 247 4.4 Personifying Adaptation 265 4.5 Further Appropriations 284 4.6 Beyond Anderson 291 4.7 Conclusion 297 Conclusion 305 Appendices Appendix One: Videogame Adaptations 329 Appendix Two: Sonic Timeline 338 References 343 2 Stuart Knott Interplay Abstract Videogame adaptations have been a staple of cinema and television since the 1980s and have had a consistent presence despite receiving overwhelmingly negative reactions. -
Introduction
INTRODUCTION: Welcome to the Resident Evil Mythology; the most expansive chronological timeline available covering Capcom’s best-selling videogame series. This is the fourth iteration of a document that originally launched on popular fan site Biohaze way back in 2006. Further updates followed in 2008 and 2009 before the project was put on hiatus after the release of Resident Evil 5. Since then the timeline has remained dormant, slowly being updated behind the scenes and eventually evolving into what you see before you now. The aim was to provide a canonical summary of the entire series, so anyone hoping to find references to the Paul W.S. Anderson movieverse, the S.D. Perry books, Wildstorm comics, ARG, or things like Teppen and Biohazard Clan Master, then I’m sorry but this document may not be not for you. I try to stick only to games and related materials presented by Capcom Japan. That’s not to say other materials are not equally as valid and cannot be analysed and enjoyed, but I personally don’t believe they have a place in the primary timeline. I have been an avid Resident Evil fan since 1997 and although I still enjoy the games, I have always found the overall universe and storyline to be the most compelling aspect of the franchise. The genesis of this particular timeline can be traced back to the release of Resident Evil 3: Nemesis on the Sony PlayStation. I was still at school at the time and this was my pre- internet days. What made Nemesis unique was its interesting placement of being set both 24 hours prior to and after the events of Resident Evil 2.