Game Narrative Review
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Persona 5 Makoto Nude
Persona 5 makoto nude Continue SephirothskrHobbyist Digital ArtistSephirothskrHobbyist Digital Artistkillalot2kHobbyist Artist4wearemanytooHobbyist Digital ArtistDayum is my man! You keep improving all of them. What's next? Will they become real?kakuji19Student ArtistAceWanzerFantastic! NintendorakTheFapperBoyWow. This new batch of nude models blows AWAY your previous. It's amazing. The only thing I can say negatively is that it is a Scramble model face. I've never been sold to art style scramble models, and I think that Persona 5/Royal Face models will make these absolutely flawless. XelandisThanks and I kinda agree honestly. I made these nude models a while back actually, so I just re-used them when I wanted to add clothes, so I don't remember what they were. I think I'll come back and put the original Persona 5 Royal Heads on them. Thank you also, glad to know that I am improving. TheFapperBoyI've also experimented with creating the perfect nude base for these models. I wish there was a way to use bikini models from Dancing Star Night as a nude base. In my opinion, these are the best models available from any game, even Royal. Bikini models are already made for scaling, and fit the models head perfectly. The only problem is that there is a missing frame, and textures around the chest, and buttocks when you remove the bikini part of the model. I tried to find someone who could do that kind of work, but I was unlucky. XelandisIt's a good idea, I mean I have a general idea on how to do it, but not ideal .. -
A Influência Do Tarô Na Construção De Personagens Na Franquia Persona1
Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 42º Congresso Brasileiro de Ciências da Comunicação – Belém - PA – 2 a 7/09/2019 A influência do tarô na construção de personagens na franquia Persona1 Ana Raquel Romeu AGUIAR2 Ricardo Jorge de Lucena LUCAS3 Universidade de Fortaleza, Fortaleza, CE RESUMO Esse artigo procura mostrar como o tarô, mais especificamente o Tarô de Marselha, teve impacto nos personagens de Persona, sendo isso mais evidente nos três últimos jogos. Para isso, cada Arcano será explicado de acordo com Kaplan (1972), Nichols (1995) e Peradejordi (1993). Depois, será mostrada a sua aplicação nos personagens dos jogos, que pode variar de seu background ao character design, passando pelas habilidades. PALAVRAS-CHAVE: Persona; Personagens; Tarô INTRODUÇÃO Tarô é um assunto complexo. Não se sabe a origem exata. Há diversos tipos, com cartas extremamente diferentes, e pode ser comparado a diversos jogos, do xadrez às cartas indianas, passando pelo jogo indiano e pelo Fez, que é marroquino. Nota-se que o tarô foi bastante forte na Itália, já que os Tarocchi de Mantegna, de Veneza, de Bolonha, bem como o Minchiate de Florença e o baralho Vinconti-Sforza, são nomes de cidade do país. Para esse trabalho, focaremos em um dos principais, que é o Tarô de Marselha, porque é o mais evidente nos jogos estudados. Além disso, pode ser considerado o tarô mais tradicional e é fácil de achar comercialmente (PERADEJORDI, 1993, p. 23). Foi bastante popular no sul da França, e foi baseado e modificado dos baralhos italianos mencionados no parágrafo anterior. As cartas são enumeradas de 0 a XXI e normalmente possuem figuras coloridas. -
Aniplex of America Acquires PERSONA5 the Animation and Launches Official U.S
FOR IMMEDIATE RELEASE February 15, 2018 Aniplex of America Acquires PERSONA5 the Animation and Launches Official U.S. Site © ATLUS © SEGA/PERSONA5 the Animation Project Based on the smash hit JRPG series, PERSONA5 the Animation premieres April 2018! SANTA MONICA, CA (February 15, 2018) – Aniplex of America launched the official U.S. website and announced the acquisition of PERSONA5 the Animation, the highly-anticipated anime adaptation of the best-selling JRPG series by game developer, ATLUS. The Aniplex of America YouTube page also released an English subtitled trailer giving fans a sneak peek into what to expect this spring season. Following the release of the anime OVA PERSONA5: the Animation –THE DAYBREAKERS-, which coincided with the Persona 5 game’s release, fans will now get to enjoy a full length TV series detailing the adventures of the Phantom Thieves of Hearts. Key creators of the original game reunite for the highly anticipated series, including sound composer Shoji Meguro providing the stylized and jazz-themed soundtrack, Katsura Hashino credited for the Original Concept, and ATLUS’s own Shigenori Soejima providing the series’ Original Character Design. Critically acclaimed animation studio A-1 Pictures (Sword Art Online, Blue Exorcist) will produce the series with Director Masashi Ishihama (ERASED, Your lie in April) bringing the game to the TV screen. The series is scheduled to premiere April 2018 with more information to follow on the official website address and official Facebook page at: www.Facebook.com/P5A.USA. Set in modern Tokyo, PERSONA5 the Animation chronicles the adventures of an eclectic team of teenagers calling themselves the “Phantom Thieves of Hearts.” The group dive into a world deep in the corrupt hearts of adults, where demons have taken hold of their victims and cause havoc in the real world. -
Comics and Videogames; from Hybrid Medialities to Transmedia Expansions
13 The manifestations of game characters in a media mix strategy Joleen Blom Media- crossing characters dominate contemporary transmedia practices. Defined as quasi- persons within a social assemblage that motivates the reader to endow them with a form of personhood (Frow 2014; 2018, x), these characters span the media gamut from novels to television series and comics to games. They shape a transmedia ecology whose complex relations and structures challenge scholars from Western Europe and the USA (the “West”), as well as from Japan, where franchises distribute these characters across as many media as possible, following a strategy known as the media mix (Steinberg 2012). One of the academic discourses that discusses transmedia texts as iden- tified by Eder (2015) emerges from recent studies on the structure and pro- duction of transmedia works known as transmedia storytelling (Jenkins 2006), transmedia practice, or transmedia world- building (Klastrup and Tosca 2004; Wolf 2012). This largely Western discourse focuses on consis- tency between fictional worlds, primarily via stories, especially characters, and iconography (Harvey 2014), and it is only beginning to engage with the scholarship on these issues that has been conducted in Japan since the late 1980s.1 This discourse tends to reevaluate the identity and narrative continuity of a character as a requirement for stories (Brooker 2012; Denson 2011; Geraghty 2017; Pearson 2019; Rosendo 2016; Tosca and Klastrup 2019; Uricchio and Pearson 1991). As such, it is based on two assumptions: First, that characters are foremost elements of a diegetic world (Eder, Jannidis, and Schneider 2010; Margolin 1983; 1986); and second, that as quasi- persons (Frow 2014), it is a prerequisite for characters to have a consistent identity analogous to human persons. -
A Construção Da Rebeldia No Jogo Persona 5
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Culture Track { Full Papers A Construção da Rebeldia no Jogo Persona 5 Ana Raquel R. Aguiar, Ricardo Jorge de L. Lucas Glaudiney Moreira Mendonça Junior Departamento de Comunicação Instituto UFC Virtual Universidade Federal do Ceará Universidade Federal do Ceará Fortaleza, Ceará Fortaleza, Ceará [email protected], [email protected] [email protected] Resumo— Esse trabalho busca analisar a construção da abril de 2017. Ele foi escolhido porque, nos últimos três rebeldia no jogo Persona 5, lançado em 2016 no Japão e em jogos da franquia Persona, toda a história era desenvolvida 2017 no Ocidente, através de uma análise narrativa e em torno de um tema específico. Em Persona 5, esse tema arquetípica. Primeiramente, é feito um estudo de como uma foi a “rebeldia”. narrativa pode ser construída e que elementos são essenciais. O jogo se passa em Tóquio, Japão, onde o jogador Em seguida, são listados os arquétipos mais importantes no interpreta um adolescente do segundo ano do ensino médio âmbito geral e os mais específicos para esse artigo. Na que foi injustamente preso por tentar evitar que uma análise, procuramos responder como o rebelde é apresentado mulher fosse assediada por um político influente. Por no início do jogo, os momentos em que é mais evidente e se é causa disso, ele foi expulso da escola antiga em que criada uma imagem positiva ou negativa durante partes do estudava no interior. Ao ir para Tóquio, em liberdade jogo. condicional, vai morar com Sojiro Sakura, dono de um Palavras-chave - Arquétipo; Narrativa; Persona 5; Rebeldia café, e estudar na Shujin Academy. -
An Analysis on the Characters of Persona 5 David Daniel Ribeiro Da
Intersemiotic Translation in Videogames: An Analysis on the Characters of Persona 5 David Daniel Ribeiro da Silva Dissertação de Mestrado Mestrado em Tradução e Interpretação Especializadas Versão final (Esta versão contém as críticas e sugestões dos elementos do júri) Porto – 2018 INSTITUTO SUPERIOR DE CONTABILIDADE E ADMINISTRAÇÃO DO PORTO INSTITUTO POLITÉCNICO DO PORTO Intersemiotic Translation in Videogames: An Analysis on the Characters of Persona 5 David Daniel Ribeiro da Silva Dissertação de Mestrado apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Tradução e Interpretação Especializadas, sob orientação de Doutora Carina Cerqueira Porto – 2018 INSTITUTO SUPERIOR DE CONTABILIDADE E ADMINISTRAÇÃO DO PORTO INSTITUTO POLITÉCNICO DO PORTO Resumo: A presente dissertação focaliza-se na relação hermenêutica entre Tradução Intersemiótica e construção das personagens nas narrativas interacticas digitais, coloquialmente referidas como “videojogos”. É frequente um videojogo apresentar personagens basedas em personagens originais criadas por outros. Ou estas personagens são transposições diretas de uma personagem para o mundo do jogo, ou uma personagem representativa dessa através de simbolismo. Assim, esta tese concentra-se nos processos involvidos na criação das personagens do RPG Japonês, Persona 5, bem como todo o simbolismo que estas contêm. Palavras chave: Tradução Intersemiótica, Videojogos, Persona, Representação, Transposição, Reinterpretação Abstract: The following dissertation focuses on the hermeneutic relationship between Intersemiotic Translation and the construction of characters in interactive digital narratives, commonly known as "videogames". It is common for a videogame to present characters based on original characters from other authors. Either these characters are direct transpositions of an entire character into the game’s world, or a character meant to represent them through symbolism. -
PERSONA5 the Animation Complete Blu-Ray Set Arrives September 2020
FOR IMMEDIATE RELEASE JULY 4, 2020 PERSONA5 the Animation Complete Blu-ray Set Arrives September 2020 ©ATLUS ©SEGA/PERSONA5 the Animation Project Enter the metaverse with the phenomenal PERSONA5 the Animation series coming to Blu-ray! SANTA MONICA, CA (JULY 4, 2020) – Aniplex of America is thrilled to announce the release of the PERSONA5 the Animation Complete Blu-ray Set on September 29, 2020. Fans will finally have a chance to own the electrifying anime adaptation of the best-selling JRPG series from developer ATLUS in a complete box set containing six Blu-ray discs with 26 episodes plus two supersized, special episodes: “Dark Sun…” and “Stars and Ours”. The complete Blu-ray set also marks the release of the English dub, reuniting the immensely popular original cast members of the game. Also included are a stunning illustration card set, commercials, trailers, and textless versions of the show’s iconic opening and ending themes. Produced by CloverWorks (THE PROMISED NEVERLAND, Rascal Does Not Dream of Bunny Girl Senpai) and directed by Masashi Ishihama (Garakowa -Restore the World-, From the New World ), this stylish series chronicles the supernatural adventures of a misfit group of students known as the “Phantom Thieves of Hearts.” The series stars Jun Fukuyama (Wagnaria!!, Blue Exorcist) and Xander Mobus (Fate/Grand Order Absolute Demonic Front: Babylonia, Katsugeki TOUKEN RANBU) as protagonist Ren Amamiya, alongside Mamoru Miyano (DURARARA!!, The Millionaire Detective Balance: UNLIMITED) and Max Mittelman (ALDNOAH.ZERO, ERASED) as -
The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology
The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. July 2020 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining -
2018 Tcc Arraguiar.Pdf
UNIVERSIDADE FEDERAL DO CEARÁ INSTITUTO DE CULTURA E ARTE CURSO DE JORNALISMO ANA RAQUEL ROMEU AGUIAR A construção da imagem do rebelde: uma análise do jogo Persona 5 FORTALEZA 2018 ANA RAQUEL ROMEU AGUIAR A construção da imagem do rebelde: uma análise do jogo Persona 5 Monografia apresentada ao Curso de Comunicação Social da Universidade Federal do Ceará, como requisito para obtenção do título de Bacharel em Comunicação Social - Jornalismo. Orientador: Prof. Dr. Ricardo Jorge de Lucena Lucas. FORTALEZA 2018 ___________________________________________________________________________ A227c Aguiar, Ana Raquel Romeu. A construção da imagem do rebelde: uma análise do jogo Persona 5 / Ana Raquel Romeu Aguiar. – 2018. 112 f. : il. color. Trabalho de Conclusão de Curso (graduação) – Universidade Federal do Ceará, Instituto de Cultura e Arte, Curso de Cinema e Audiovisual, Fortaleza, 2018. Orientação: Prof. Dr. Ricardo Jorge de Lucena Lucas. 1. Arquétipo. 2. Narrativa. 3. Persona 5. 4. Rebeldia. 5. Video Game. I. Título. CDD 791.4 ___________________________________________________________________________ ANA RAQUEL ROMEU AGUIAR A construção da imagem do rebelde: uma análise do jogo Persona 5 Esta monografia foi submetida ao Curso de Comunicacao Social - Jornalismo da Universidade Federal do Ceara como requisito parcial para a obtenção do título de Bacharel. A citação de qualquer trecho desta monografia e permitida desde que feita de acordo com as normas da ética cientifica. BANCA EXAMINADORA ________________________________________ Prof. Dr. Ricardo Jorge de Lucena Lucas (Orientador) Universidade Federal do Ceará (UFC) _________________________________________ Prof. Ph.D. José Riverson Araújo Cysne Rios Universidade Federal do Ceará (UFC) _________________________________________ Prof. Me. Glaudiney Moreira Mendonça Junior Universidade Federal do Ceará (UFC) A todos que nunca desistiram de suas identidades. -
A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers
“Pretty Good for a Girl”: A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers Cardiff University School of Journalism, Media, and Culture Master of Philosophy (Journalism Studies) 2018 Elizabeth Munday Abstract Feminist media scholars have long sought to understand the representations of women in the media, in which women are consistently depicted as secondary to men, which they have used to highlight issues of gender relations. My research involved the analysis of representations of female characters in games and explored how female gamers make sense of them, providing a more in-depth look at women in the media, whilst also addressing issues of gender such as leisure time. The gendering of leisure is important as it provides a wider basis for my more nuanced arguments about video games and those who play them. Throughout my research I endeavoured to study not only how women are represented in video games, but also the experiences of female gamers and how they continue to interact with the gaming community. Drawing widely from existing feminist media research, I studied the common representations of women in video games, and what female gamers thought of them. I also researched their experiences as female gamers within the gaming community – how they had been treated as “gamers”, but also how they continued to engage and interact with the gaming community. In order to gather this information, I utilised Content Analysis to gather and analyse game content through further Visual Analysis. This provided me with a range of insights into common patterns in the representations of women across a wide range of currently popular games, such as the role of healer.