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Demon's Souls Free Download Pc Demon’S Souls PC Download Free
demon's souls free download pc Demon’s Souls PC Download Free. Demon’s Souls Pc Download – Everything you need to know. Demon’s Souls is a best action role-playing game that is created by Fromsoftware that is available for the PlayStation 3. This particular game is published by Sony computer Entertainment by February 2009. It is associated with little bit complicated gameplay where players has to make the control five different worlds from hub that is well known as Nexus. It is little bit complicated game where you will have to create genuine strategies. It is your responsibility to consider right platform where you can easily get Demon’s Souls Pc Download. You will able to make the access of both modes like single player and multiplayer. It is classic video game where you will have to create powerful character that will enable you to win the game. All you need to perform the role of adventurer. In the forthcoming pargraphs, we are going to discuss important information regarding Demon’s Souls. Demon’s Souls Download – Important things to know. If you want to get Demon’s Souls Download then user should find out right service provider that will able to offer the game with genuine features. In order to win such complicated game then a person should pay close attention on following important things. Gameplay. Demon’s Souls is one of the most complicated game where you will have to explore cursed land of Boletaria. In order to choose a player then a person should pay close attention on the character class. -
French Horror : Penser L'image Vidéoludique Par L'horreur. Images
7 Alternative francophone (2021) Volume 2 Numéro 8 French Horror : penser l’image vidéoludique par l’horreur. Images monstrueuses et monstration de l’image, de Zombi à 2Dark. https://doi.org/10.1215/08992363-10.29173/af29417 Guillaume Baychelier [email protected] E.A. CLARE, Université Bordeaux Montaigne Résumé. Cette étude examine, à travers un corpus de jeux vidéo horrifiques développés en France sur une période de près de 25 ans, comment le renouvellement des iconographies et la relecture des codes narratifs, tout comme celui des mécaniques de jeu qui y sont habituellement employées, constituent rarement le cœur de des propositions vidéoludiques françaises. Néanmoins, nous montrons comment ces créations ont bien souvent pour point commun de mettre en perspective les procédés de mise en image qu’ils déploient, de la mise en scène au mode de modélisation adopté en passant par la question du flux des images et du regard. Il s’agit donc de voir comment l’horreur, devenue terrain de jeu avec l’image, semble être un prétexte idéal pour travailler, explorer, manipuler le médium et, ainsi, faire évoluer le média. Mots clés : Horreur; jeu vidéo; image; France Abstract. This study examines, through a corpus of horrific video games developed in France over a period of nearly 25 years, how the renewal of iconographies and the re-reading of narrative codes, as well as the game mechanics usually employed in them, rarely constitute the core of French videogame proposals. Nevertheless, we show how these creations very often have in common to put into perspective the imaging processes they deploy, from the staging to the modeling mode adopted, as well as the Alternative francophone https://journals.library.ualberta.ca/af/index.php/af 8 Guillaume Baychelier question of the flow of images and the gaze. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business -
French Horror : Penser L’Image Vidéoludique Par L’Horreur
Document generated on 09/27/2021 4:15 a.m. Alternative francophone Pour une francophonie en mode mineur French Horror : penser l’image vidéoludique par l’horreur. Images monstrueuses et monstration de l’image, de Zombi à 2Dark Guillaume Baychelier Les jeux vidéo francophones : y a-t-il une "French touche" ? Article abstract Francophone Videogames: Is there a "French touch"? This study examines, through a corpus of horrific video games developed in Volume 2, Number 8, 2021 France over a period of nearly 25 years, how the renewal of iconographies and the re-reading of narrative codes, as well as the game mechanics usually URI: https://id.erudit.org/iderudit/1077064ar employed in them, rarely constitute the core of French videogame proposals. DOI: https://doi.org/10.29173/af29417 Nevertheless, we show how these creations very often have in common to put into perspective the imaging processes they deploy, from the staging to the modeling mode adopted, as well as the question of the flow of images and the See table of contents gaze. It is thus a question of seeing how horror, which has become a playground with the image, seems to be an ideal pretext for working, exploring, manipulating the medium and, in this way, making it evolve. Publisher(s) University of Alberta, Department of Modern Languages and Cultural Studies ISSN 1916-8470 (digital) Explore this journal Cite this article Baychelier, G. (2021). French Horror : penser l’image vidéoludique par l’horreur. Images monstrueuses et monstration de l’image, de Zombi à 2Dark. Alternative francophone, 2(8), 7–27. -
“Bloodborne” Uses Post Effect Middleware “YEBIS 2” to Deliver a Convincingly and Unique Moody Atmosphere
2015,Mar 26th Sony Computer Entertainment’s upcoming title “Bloodborne” uses post effect middleware “YEBIS 2” to deliver a convincingly and unique moody atmosphere. Tokyo, Japan – March 26th , 2015 – Silicon Studio, a high-end middleware provider and game developer announced today that Sony Computer Entertainment Worldwide Studios Japan Studio and FromSoftware will utilize Silicon Studio’s remarkable middleware solution, YEBIS 2 to power the visual effects in their upcoming PlayStation®4 (PS4™) title, Bloodborne. The cutting edge post processing effects of YEBIS 2 enable game developers to elevate graphic quality without sacrificing valuable development resources. “Through the power of YEBIS 2, developers can create fantastic visual effects that complement their games,” says Takehiko Terada, CEO of Silicon Studio. “As seen in the incredibly realistic lighting effects seen in Bloodborne, YEBIS 2 has the flexibility and power to achieve the visuals goals of any game developer.” ■ Some Screenshots of 『Bloodborne』with YEBIS 2 post effect. ■ 1 | More information on YEBIS 2 and YEBIS 3 can be found at the following links: http://www.siliconstudio.co.jp/middleware/yebis/en/ ■Platforms ready for”YEBIS 2” and “YEBIS 3” PlayStation®4、PlayStation®3、PlayStation® Vita、Xbox One、Xbox360®、Windows®(DirectX 9/10/11)、 iOS、 Android ■ ABOUT ”Bloodborne” Publisher:Sony Computer Entertainment Japan Asia(SCEJA) Developer:SCE WWS Japan Studio/From Software, Inc. Platforms: PlayStation®4 Website: https://www.playstation.com/en-us/games/bloodborne-ps4/ Copyright: ©Sony Computer Entertainment Inc. Developed by FromSoftware,Inc. ■ ABOUT SILICON STUDIO Established in 2000, Silicon Studio is an international company based in Tokyo, Japan, that delivers leading innovation in digital entertainment technology and content. -
TOKYO GAME SHOW 2005 Visitors Survey Report
TOKYO GAME SHOW 2005 Visitors Survey Report November 2005 Computer Entertainment Supplier's Association ■ Contents ■ Outline of Survey 3 Ⅰ.Visitors' Characteristics 4 1.Gender --------------------------------------------------------------------------- 4 2.Age ---------------------------------------------------------------------------- 4 3.Residential area -------------------------------------------------------------------- 5 4.Occupation ------------------------------------------------------------------------ 5 5.Hobbies and interests ----------------------------------------------------------------- 6 Ⅱ.Household Videogames 7 1.Hardware ownership ------------------------------------------------------------------ 7 2.Hardware the respondents wish to purchase ---------------------------------------------- 8 3.Preference of color for the body of a household game machine ------------------------------ 9 4.Favorite game genres ----------------------------------------------------------------- 11 5.Favorite game types ------------------------------------------------------------------ 14 6.Old game software the users wish to play on the latest consoles ----------------------------- 17 7.Frequency of game playing ------------------------------------------------------------- 18 8.Duration of game playing (on a daily basis) ----------------------------------------------- 19 9.Software packages purchased ---------------------------------------------------------- 20 10.Interest in functions of portable game machines ------------------------------------------ -
Two Canine Heads Are Better Than One in PHOGS!
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Issue 36 £3 wfmag.cc HoundedHounded OutOut Two canine heads are better than one in PHOGS! CARDS AND DICE YOUR STORY LOSS AND FOUND The growing influence Code an FMV Making personal games on video game design adventure game that deal with grief get in the 4K Ultra HD UltraWideColor Adaptive Sync Overwatch and the return of the trolls e often talk about ways to punish stalwarts who remain have resorted to trolling out of “ players who are behaving poorly, sheer boredom. and it’s not very exciting to a lot of Blizzard has long emphasised the motto “play W us. I think, more often than not, nice, play fair” among its core values, and Overwatch’s players are behaving in awesome ways in Overwatch, endorsement system seemed to embrace this ethos. and we just don’t recognise them enough.” JESS Why has it failed to rein in a community increasingly Designer Jeff Kaplan offered this rosy take on the MORRISSETTE intent on acting out? I argue that Overwatch’s Overwatch community in 2018 as he introduced the Jess Morrissette is a endorsements created a form of performative game’s new endorsement system, intended to reward professor of Political sportsmanship. It’s the promise of extrinsic rewards players for sportsmanship, teamwork, and leadership Science at Marshall – rather than an intrinsic sense of fair play – that on the virtual battlefields of Blizzard’s popular shooter. University, where motivates players to mimic behaviours associated with he studies games After matches, players could now vote to endorse one and the politics of good sportsmanship. -
An Analysis of the Hero Myth in Fromsoftware's Dark Souls Series
1 Ghent University Faculty of Arts and Philosophy Mapping Myth: an Analysis of the Hero Myth in FromSoftware’s Dark Souls Series 2015-2016 Paper submitted in partial Supervisor: fulfillment of the requirements for Prof. Dr. Tobi Smethurst the degree of “Master in de Taal- en Letterkunde: Engels” by Niels Schollaert 2 3 0. Acknowledgements After a whole year, I have finally finished my dissertation, which marks both the end of my master’s degree and simultaneous departure from Ghent University. It goes without saying that such a case of extensive writing is not a process which takes place overnight, nor is it exclusively the result of my own individual labor. Rather, a myriad of people has helped in the construction if this thesis, either directly or indirectly. I therefore would like to devote the following page to express my sincerest gratitude to those people who have been of considerable help, and without whom I would not have been able to complete this dissertation. First, I would like to thank prof. dr. Tobi Smethurst for the help she provided throughout all stages of writing, and more importantly, for granting me the opportunity to write on a subject I have been passionate about all my life. Second, my gratitude goes out to prof. dr. Nadia Sels, whose recommendations of academic publications concerning mythology have greatly aided me in the analytical sections of my work. Finally, I truly appreciate the support of my friends and family. I cannot even begin to describe all the various ways in which they have encouraged me during the past several years. -
Metal Wolf Chaos V0.2 Jumped by Veav
Metal Wolf Chaos v0.2 Jumped by Veav By the end of the first quarter of the 21st century, freedom was dead in America. Beginning with a largescale military coup d'etat that erupted in various cities throughout the nation the rebels seized power in all the central institutions of government... The entire nation appeared to have fallen completely into the hands of the coup d'etat forces. However, one final hope in opposing the coup d'etat forces remained. This final hope being the US President himself. Michael Wilson, the 47th President of the United States equipped with a special mobile armored ops suit developed in secret by the military boldly waged his own "personal" war alone to take back America's freedom. Take 1000 CP and believe in your own Justice. Identity Whose side are you on? Team Jumper: 0 CP Dropin. No allies, no targets painted on your back. Team Barbas: 50 CP A reporter, news anchor, or someone else on staff at DNN, the world’s premier news network. Promote truth! Team Richard: 100 CP Be the Vice President, or become one of the Vice President’s insurrectionists. Uphold American justice without fail! Team Michael: 100 CP Be the President, or become one of the President’s loyalists. Take back America’s freedom! Team Michael allows you to be President, and Team Richard allows you to be VicePresident. But you're not required to take those roles. You could also be a cabinet member, White House staff, Senator or Congressman, Supreme Court Justice, military man, or simply a citizen who loves his country. -
The Dark Sigil Will Guide Thee∗ the Hollowing Mechanic in Fromsoftware’S Souls Games
The Dark Sigil Will Guide Thee∗ The Hollowing Mechanic in FromSoftware’s Souls Games Eric Stein† October 23, 2020 Introduction The three games in Japanese game developer FromSoftware’s Dark Souls series (released in 2011, 2014, and 2016),1 and their progenitor, Demon’s Souls (2009),2 can be described, simply, as dark fantasy, third-person, action-roleplaying games. This description can be further nuanced with the gameplay elements that have come to be distinctive of the feel of these games, and which have been inherited by a myriad of “soulslike” imitators: action warm-ups, animation priority, and stamina management.3 These elements are what make a Souls game feel like a Souls game. I have spent many pages examining the ecopolitical,4 metaphysical,5 and ethical6 questions posed by the Dark Souls games, but it is this matter of feel on which I will be focusing here. In my first scholarly engagement with the Souls series,7 I wrote about the “tactile thematics” communicated by the ∗Northeast Popular Culture Association Annual Conference. DOI: 10.5281/zenodo.4603519. †[email protected], Game Development, School of the Arts, Media, and Culture, Trinity Western University, Langley, BC. 1Hidetaka Miyazaki, Dark Souls (PS3; Xbox 360: FromSoftware, 2011), Tomohiro Shibuyo and Yui Tanimura, Dark Souls II (PS3; Xbox 360: FromSoftware, 2014), and Hidetaka Miyazaki, Isamu Okano, and Yui Tanimura, Dark Souls III (PS4; Xbox One; Microsoft Windows: FromSoftware, 2016). 2Hidetaka Miyazaki, Demon’s Souls (PS3: FromSoftware, 2009). 3See Mark Brown, “Do We Need a Soulslike Genre?” Game Maker’s Toolkit, YouTube, July 2017, https://youtu.be/Lx7BWayWu08. -
Skeptical Hunter(S): a Critical Approach to the Cryptic Ludonarrative of Bloodborne and Its Player Community Felix Schniz University of Mannheim
The Philosophy of Computer Games Conference, Malta 2016 Skeptical Hunter(s): A Critical Approach to the Cryptic Ludonarrative of Bloodborne and Its Player Community Felix Schniz University of Mannheim Well, you've come to the right place. Yharnam is the home of blood ministration. You need only unravel its mystery. (BLOODBORNE 2015: Introductory Sequence) Introduction BLOODBORNE (FromSoftware, 2015) is a curiosity among recent role-playing video games. Whereas titles such as DRAGON AGE: INQUISITION (Bioware, 2014) or THE WITCHER 3: WILD HUNT (Project Red, 2015), received general acclaim for their well-composed and scripted storylines, BLOODBORNE gathered a devoted fan base by applying nearly opposite strategies. Its narrative is not explicitly told, but implicitly unravels through a mosaic of dubious non- player characters, vague item descriptions, and compelling level architecture, urging players to be critically aware of their in-game surroundings. Its infamous “lack of specificity” has therefore long since turned into “a metagame of trying to figure out the plot with others” (Gallaway 2015: N.p.). BLOODBORNE Reddits, wikis, and similar digital discussion grounds have become hotspots of analysis and information exchange. With its cryptic narrative qualities, the game thus fosters a peer-to-peer spirit that can be interpreted as an emerging digital counter-trend to neoliberal market patterns. This paper discusses BLOODBORNE as an example for emancipatory game design from a critical theory perspective. By critical theory, it refers to the intellectual “fight [against] ideological mystification, class oppression, and hegemony with the goal of changing society for the better” in the Frankfurt School tradition (Felluga, Introduction 2015: xxiii).