Comedy in Games Article by Simon Benichou, Illustration by Vivian Pham
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Mapeamiento De La Producción De Videojuegos En Multiplataforma: Un Estudio De Casos En Cinco Países Latinoamericanos Más Canadá
Escuela de Periodismo, Universidad Mayor Mapeamiento de la Producción de Videojuegos en multiplataforma: Un estudio de casos en cinco países latinoamericanos más Canadá Escuela de Periodismo Universidad Mayor Noviembre 2011 Dr. Oscar Jaramillo Prof. Lucía Castellón Prof. Francisco Mas FORMULACION GENERAL PROYECTO. Esta investigación se enmarca en una propuesta internacional canadiense – latinoamericana para mapear el estado de la industria de contenidos digitales interactivos vinculados a los videojuegos para desarrollar políticas de incremento del emprendimiento en esta área y analizar sus aplicaciones al mejoramiento de la calidad de la educación en los países de la región, incorporando los videojuegos en los procesos de aprendizaje formales que permitan la generación de competencias profesionales de los estudiantes y marcos epistemológicos que les permitan futuras competencias para aprender a aprender de manera permanente. SINTESIS DEL ESTADO DEL ARTE . Durante la última década, el mercado de los videojuegos se ha convertido en una plataforma multimillonaria, cuyo nivel de facturación rivaliza con el resto de la industria de la entretención. 1 Escuela de Periodismo, Universidad Mayor Sólo durante 2008, Microsoft, Nintendo y Sony se vendieron 101 millones de consolas a nivel mundial. Ese mismo año el título más vendido fue Mario Kart para Wii con 13.64 millones de copias1. Cabe señalar que la mayor parte de las estadísticas que se manejan son a nivel global, del mercado estadounidense, europeo y asiático. No existen cifras confiables acerca del mercado latinoamericano, ni menos del chileno. Más aún si consideramos que según la Business Software Alliance (BSA), Chile lidera el ranking de países con mayor nivel de piratería de software con un 67%, seguido por Turquía ( 64%), México (56%) y Polonia (56%). -
Videojuegos Como Forma De Repensar La Relación Entre Estética Y Política
Videojuegos como forma de repensar la relación entre estética y política. Reflexiones desde la periferia Sebastián Gómez Urra Introducción Mi objetivo es plantear la inquietud de pensar los videojuegos como un caso de estudio no solamente importante, sino también necesario para entender hoy nuestra cultura. Este trabajo se hará cargo de la ausente perspectiva latinoamericana al respecto, ausencia entendible como síntoma y como consecuencia de variadas motivaciones económicas y socioculturales que han, de cierta forma, relegado a nuestro continente a la periferia de la estructura que forma esta industria cultural. La industria de los videojuegos, considerada ya por el gobierno británico desde hace casi diez años como una parte fundamental de la economía perteneciente al sector de las industrias culturales y creativas1 (Creative Industries Economic Estimates), ha llegado a ser considerada por algunos autores (Dyer-Witheford y de Peuter; Kirkpatrick, Computer Games and the Social Imaginary) como el ejemplo paradigmático del ca- pitalismo actual. Bajo esta perspectiva, toda industria que implique algún tipo de labor intelectual ha tendido a seguir los patrones instaurados por los regímenes lúdicos de trabajo que sustentan la constante alimentación de información y creatividad que el capitalismo cognitivo posfordista requiere para su funcionamiento. Mi intención, por tanto, es recontextualizar este discurso en la rea- lidad latinoamericana. Para ello, me enfocaré en dos aristas propuestas por Dyer-Witheford y de Peuter en Games of Empire, que muestran a la industria de los videojuegos como una estrategia de avanzada del 1 Con esto quiero hacer énfasis en la existencia de políticas públicas y fondos culturales dedicados específicamente a ella. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Nintendo Switch
Nintendo Switch Last Updated on September 30, 2021 Title Publisher Qty Box Man Comments サムライフォース斬!Natsume Atari Inc. NA Publi... 1-2-Switch Nintendo Aleste Collection M2 Arcade Love: Plus Pengo! Mebius Armed Blue Gunvolt: Striker Pack Inti Creates ARMS Nintendo Astral Chain Nintendo Atsumare Dōbutsu no Mori Nintendo Bare Knuckle IV 3goo Battle Princess Madelyn 3goo Biohazard: Revelations - Unveiled Edition Capcom Blaster Master Zero Trilogy: MetaFight Chronicle: English Version Inti Creates Bloodstained: Ritual of the Night 505 Games Boku no Kanojo wa Ningyo Hime!? Sekai Games Capcom Belt Action Collection Capcom Celeste Flyhigh Works Chocobo no Fushigi na Dungeon: Every Buddy! Square Enix Clannad Prototype CLANNAD: Hikari Mimamoru Sakamichi de Prototype Code of Princess EX Pikii Coffee Talk Coma, The: Double Cut Chorus Worldwide Cotton Reboot!: Limited Edition BEEP Cotton Reboot! BEEP Daedalus: The Awakening of Golden Jazz: Limited Edition Arc System Works Dairantō Smash Bros. Special Nintendo Darius Cozmic Collection Taito Darius Cozmic Collection Special Edition Taito Darius Cozmic Revelation Taito Dead or School Studio Nanafushi Devil May Cry Triple Pack Capcom Donkey Kong: Tropical Freeze Nintendo Dragon Marked For Death: Limited Edition Inti Creates Dragon Marked For Death Inti Creates Dragon Quest Heroes I-II Square Enix Enter the Gungeon Kakehashi Games ESP RA.DE. ψ M2 Fate/Extella: Limited Box XSEED Games Fate/Extella Link XSEED Games Fight Crab -
Notes on Superflat and Its Expression in Videogames - David Surman
Archived from: Refractory: a Journal of Entertainment Media, Vol. 13 (May 2008) Refractory: a Journal of Entertainment Media Notes On SuperFlat and Its Expression in Videogames - David Surman Abstract: In this exploratory essay the author describes the shared context of Sculptor turned Games Designer Keita Takahashi, best known for his PS2 title Katamari Damacy, and superstar contemporary artist Takashi Murakami. The author argues that Takahashi’s videogame is an expression of the technical, aesthetic and cultural values Murakami describes as SuperFlat, and as such expresses continuity between the popular culture and contemporary art of two of Japan’s best-known international creative practitioners. Introduction In the transcript accompanying the film-essay Sans Soleil (1983), Chris Marker describes the now oft- cited allegory at work in Pac-Man (Atarisoft, 1981). For Marker, playing the chomping Pac-Man reveals a semantic layer between graphic and gameplay. The character-in-action is charged with a symbolic intensity that exceeds its apparent simplicity. Videogames are the first stage in a plan for machines to help the human race, the only plan that offers a future for intelligence. For the moment, the insufferable philosophy of our time is contained in the Pac-Man. I didn’t know when I was sacrificing all my coins to him that he was going to conquer the world. Perhaps [this is] because he is the most graphic metaphor of Man’s Fate. He puts into true perspective the balance of power between the individual and the environment, and he tells us soberly that though there may be honor in carrying out the greatest number of enemy attacks, it always comes a cropper (Marker, 1984, p. -
The Play of Contradictions in the Music of Katamari Damacy
Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy. Steven B. Reale (Youngstown, OH) Ausgabe 2011/2 ACT – Zeitschrift für Musik & Performance, Ausgabe 2011/2 2 Steven B. Reale: Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy. Abstract. At first glance, Katamari Damacy (Namco, 2004) is a simple and cheery video game. Yet the game is full of thematic complexities and complications, which raise a number of ethical and aesthetic prob- lems, including the relationships between childhood and terror, father and son, and digital and analog; furthermore, the complexities gov- erning each of these pairs are cleverly underscored by the game’s mu- sic. The article traces a musical theme that serves as the game’s idée fixe which is transformed in the music across several of the game’s levels. Because the music has the potential to affect player performance, even non-diegetic, non-dynamic video game music can serve profoundly different functions than non-diegetic film music. Zusammenfassung. Auf den ersten Blick ist Katamari Damacy (Namco, 2004) ein simples und heiteres Computerspiel. Dennoch steckt es voller thematischer Verwicklungen und Komplikationen, die eine Reihe von ethischen und ästhetischen Fragen aufwerfen, beispielsweise die Beziehung von Kind- heit und Schrecken, zwischen Vater und Sohn sowie von digital und analog; darüber hinaus werden all die Verwicklungen, die diese Paa- rungen bestimmen, geschickt von der Musik des Spiels unterstrichen. Der Artikel spürt einem musikalischen Thema nach, welches als idée fixe des Spiels fungiert und im Verlauf mehrerer Levels des Spiels musikalisch umgestaltet wird. -
TOP HRA: Gears of War: Judgment
Digitálno-Lifestyle magazín pre každého Číslo 16 / apríl 2013 | www.gamesite.sk PREDSTAVUJEME Novú sériu Logitech G OTESTOVALI SME Lenovo ThinkPad Tablet 2 TOP HRA: Gears Of War: Judgment SÚŤAŽ God Of War GX Gaming O HODNOTNÉ CENY Ascension Gila è HRY MESIACA: è HARDVÉR MESIACA: è FILMY, KTORÉ ZAUJALI: è TOP TÉMY: God of War: Ascension Asus Zenbook UX51 Kino: Smrtonosná pasca 5 Ohliadnutie sa za GameExpo 2013 Sim City 2013 Logitech 710+ Kino: Janíčko a Marienka CEO EA odstupil Crysis 3 Sony Xperia Z Bluray: SkyFall Rozhovor s Máriom Lorencom Tomb Raider GX Gaming Gila Bluray: Hotel Transylvánia Kniha: Zlodejka duší - Kiersten Whiteová Skrátka, GOW pre mnohých hráčov znamená veľa. V prípade fanúšikov Playstation to znamená hernú sériu God of War, ktorého poslednú časť, s podtitulom Mission Games s.r.o., Ascension, vám predvedieme v recenzii. Železiarenská 39, 040 15 Košice 15 Slovenská republika Samozrejme, konkurencia od Microsoftu taktiež nezaháľala a E: [email protected] priniesla v marci hru Judgment. Áno, aj v tomto prípade ide W: www.mission.sk o podtitul, ale inej hernej série, a to Gears of War, tentokrát REDAKCIA pod záštitou konzoly od Microsoft, Xbox360. Okrem recenzie Šéfredaktor / Zdeno HIRO Moudrý na samotnú hru nájdete v magazíne aj retrospektívu v podaní, vstúpte do sveta zábavy a filmu... Zástupca šéfredaktora / Patrik Barto Webadmin / Richard Lonščák nazvime to, "hernej kompletky" Gears of War. Odborná redakcia / / Branislav Brna / Dominik Farkaš / Pavol Ondruška / Roman Kadlec / Tomáš Ďuriga / Dávid Tirpák /Matej Minárik / Juraj Vlha / Martin Sabol / Marec je už na Slovensku pár rôčkov symbolom najväčšej hernej Tomáš Kleinmann / Ján Kaplán /Miroslav Konkoľ výstavy s názvom Game Expo, ktorá má pod krídlami aj Anime / Jozef Andraščík / Eduard Čuba / Adam Kollár / Marek Štubniak / Kristína Klemanová Show. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
Game Developer’S Advice the Fine Art of for the Industry’S Sake? for the Great Job Hunt Corel Painter X
>> PROFESSIONAL CAREER ADVANCEMENT ISSUE MAY 2007 THE LEADING GAME INDUSTRY MAGAZINE >>A WHOLE LOTTA COLLADA >>MOVING ON UP >>PRODUCT REVIEW STANDARD FILE FORMAT GAME DEVELOPER’S ADVICE THE FINE ART OF FOR THE INDUSTRY’S SAKE? FOR THE GREAT JOB HUNT COREL PAINTER X POSTMORTEM: ELEBITSKONAMI’S ¼ËÉ9gÉÛпÉP¿g9ËÃÉ Ù9ËÉËÉGgPgÉ¿g9ËÛÉ Larger data sets and escalating build times are the harsh realities that face anyone trying to achieve a greater sense of realism in 3D simulations and games. That’s why SGI and PipelineFX have teamed to deliver a scalable, easy-to-deploy render management solution—including SGI® Altix® XE integrated server systems built on Quad-Core Intel® Xeon® 5300 processors and Qube!™ software from PipelineFX—that can move projects from rendering to reality in no time. Read how you can accelerate your rendering workflow with our new White Paper, “Managing Rich-Media Workflows,” at www.sgi.com/go/create ©Ïß߯É,ÉÉ¿zËÃÉ¿gÃg¿Øg^É,ÉÃÉ9ÉË¿9^g9¿ÉsÉ,PÉ¿9§PÃ[ÉP[ÉÉËgÉ.Ëg^É,Ë9ËgÃÉ9^È¿ÉËg¿ÉPÐË¿gÃÉÙ¿^Ù^gÉ Ëg[ÉËgÉz[É5g[É9^É5gÉÃ^gÉ9¿gÉË¿9^g9¿ÃɿɿgzÃËg¿g^ÉË¿9^g9¿ÃÉsÉËgÉ ¿§¿9ËÉ¿ÉËÃÉÃÐGÃ^9¿gÃÉÉËgÉ.Ëg^É,Ë9ËgÃÉ9^ÉËg¿ÉPÐË¿gà -gÉ)§gg5É9^É*ÐGgqÉzÃÉ9¿gÉË¿9^g9¿ÃÉsÉ)§gg5[É [ÉÐÐ[É9Ù9 []CONTENTS MAY 2007 VOLUME 14, NUMBER 5 PROFESSIONAL CAREER GUIDE 7 FEATURE Moving On Up A career move doesn’t always involve leaving a company. Developers have a bounty of choices within reach, from changing job titles to moving to a different studio within the same company. -
ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This Month Represents an Important Milestone for Adventure Lantern
APRIL 2014 T HE STORY OF ADVENTURE LANTERN EDITORIAL EDITORIAL T HE STORY OF ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This month represents an important milestone for Adventure Lantern. Our April 2014 PDF is the 50th issue of our magazine. We came a long way since the first edition of AL that was released eight years ago. During those eight years, Adventure Lantern went through many changes. There were periods where we were extremely active and growing. There were also months of silence where other aspects of my life had to take priority over the magazine. We had a plethora of excellent contributors and two exceptional individuals that took over all editing and formatting duties in my absence. Looking back now, it is hard to believe how much content was produced and how much time was put into the magazine. Ugur Sener wanted to use this month’s gentleman and a great boss, saw my name listed among the staff personal use. As such, Adventure the details of that argument seem of a dream from years ago. I editorial to celebrate what structured the experience so that members of Just Adventure. She Lantern was designed entirely entirely trivial. However, since the remembered how a few friends came before and acknowledge I could produce work that would contacted me to ask if I would be using a text editor. It was written in Adventure Lantern domain was and I had attempted to produce a all the hard work that has gone be of value to the company while I willing to write review and preview HTML alone, with no fancy graphics, under my name, my partner walked gaming magazine in high school. -
Taylor, Fowler Seek Office
SPORTS Walk-off homerun lifts Tide to victory the Sc getsne technical 14 9 in extra innings Thursday, February 26, 2009 Serving the University of Alabama since 1894 Vol. 115, Issue 94 SGA | VP OF EXTERNAL AFFAIRS PEDESTRIAN SAFETY Taylor, Fowler seek offi ce Right of way only secure in crosswalks By Patty Vaughan Contributing Writer Fast Facts Over the past few years, • If a pedestrian enters a Alabama’s student population crosswalk then the pedes- has increased by thousands of students. With this increase trian has the right of way came a growing number of cars, • Cross at crosswalks, and an increase in the odds the two will collide. when the crosswalk says “Students cross the street “WALK” at any place they want to and • Pedestrians not using they assume people will stop for them,” Ronnie Robertson, crosswalks must yield to director of transportation ser- oncoming traffi c vices, said. “It’s difficult for us to make students aware that contact, I would be very hesi- that is not always the case.” tant to step out in a crosswalk,” If a pedestrian enters a cross- Robertson said. walk, then they have the right According to the State Codes CW | Marion R Walding away and cars are obligated to of Alabama, pedestrians are Collin Taylor, left, and James Fowler, right, are the two candidates running for the offi ce of vice president of external affairs. stop, said Robertson. However, obligated to use the signs it is common sense for the “WALK,” and “DON’T WALK.” pedestrian crossing to make The codes also said that when Taylor sets sights volunteer work, Fowler proposes railroad quiet zones, eye contact with the driver there are no traffic-control sig- before they step out into the nals, the driver should always lobbying state, communtity growth Sunday sales, Dining Dollar Reform street. -
Cheats Freedom Force
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