Dead Rising and the Gameworld Zombie
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An Exploration of Zombie Narratives and Unit Operations Of
Acta Ludologica 2018, Vol. 1, No. 1 ABSTRACT: This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major infuences in pop-culture; including videogames. The main goal of this study is to examine the applications The Infectious Aesthetic of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of Zombies: An Exploration of their pervasiveness. of Zombie Narratives and Unit KEY WORDS: Operations of Zombies case studies, cinema, narrative, Romero, unit operations, videogames, zombie. in Videogames “Zombies to me don’t represent anything in particular. They are a global disaster that people don’t know how to deal with. David Melhart, Haryo Pambuko Jiwandono Because we don’t know how to deal with any of the shit.” Romero, A. George David Melhart, MA University of Malta Institute of Digital Games Introduction 2080 Msida MSD Zombies are one of the more pervasive tropes of modern pop-culture. In this paper, Malta we ask the question why the zombie narrative is so infectious (pun intended) that it was [email protected] able to successfully transition from folklore to cinema to videogames. However, we wish to look beyond simple appearances and investigate the mechanisms of zombie narratives. To David Melhart, MA is a Research Support Ofcer and PhD student at the Institute of Digital do this, we employ Unit Operations, a unique framework, developed by Ian Bogost1 for the Games (IDG), University of Malta. -
"They're Us": Representations of Women in George Romero's 'Living
"They’re Us": Representations of Women in George Romero’s ‘Living Dead’ Series Stephen Harper In the opening scene of George Romero’s 1978 film Martin, a teenage sexual psychopath kills and drinks the blood of a young woman in her sleeper train compartment during a struggle that is protracted, messy and far from one-sided. Although women are often victims in Romero’s films, they are by no means passive ones. Indeed, Romero is seldom in danger of objectivising or pornographising his female characters; on the contrary, Romero’s women are typically resourceful and autonomous. This paper analyses some of Romero’s representations of women, with particular reference to the four ‘living dead’ films which Romero made over a period of more than thirty years. These are Night of the Living Dead (1968), Dawn of the Dead (1979), Day of the Dead (1985) and the 1990 remake of Night. [1] All of these films feature a group of human survivors in an America overrun by zombies. The survivors of Night hole up in a house; in Dawn the sanctuary is a shopping mall; while in Day, the darkest of the films, it is an underground military installation. Unsurprisingly, these savage and apocalyptic zombie films contain some of Romero’s most striking representations of active and even aggressive women. This in itself hints at a feminist approach. While Hollywood films typically eroticize and naturalise male violence and emphasise female passivity, Romero uses his zombies to undermine such assumptions. Romero’s female zombies are not only undead but virtually ungendered; for instance, they are responsible for as many acts of violence as their male counterparts. -
When Zombies Attack! Mathematical Modeling of an Outbreak Of
In: Infectious Disease Modelling Research Progress ISBN 978-1-60741-347-9 Editors: J.M. Tchuenche and C. Chiyaka, pp. 133-150 c 2009 Nova Science Publishers, Inc. Chapter 4 WHEN ZOMBIES ATTACK!: MATHEMATICAL MODELLING OF AN OUTBREAK OF ZOMBIE INFECTION Philip Munz1,∗ Ioan Hudea1,y Joe Imad2,z Robert J. Smith?3x 1School of Mathematics and Statistics, Carleton University, 1125 Colonel By Drive, Ottawa, ON K1S 5B6, Canada 2Department of Mathematics, The University of Ottawa, 585 King Edward Ave, Ottawa ON K1N 6N5, Canada 2Department of Mathematics and Faculty of Medicine, The University of Ottawa, 585 King Edward Ave, Ottawa ON K1N 6N5, Canada Abstract Zombies are a popular figure in pop culture/entertainment and they are usually portrayed as being brought about through an outbreak or epidemic. Consequently, we model a zombie attack, using biological assumptions based on popular zombie movies. We introduce a basic model for zombie infection, determine equilibria and their stability, and illustrate the outcome with numerical solutions. We then refine the model to introduce a latent period of zombification, whereby humans are infected, but not infectious, before becoming undead. We then modify the model to include the effects of possible quarantine or a cure. Finally, we examine the impact of regular, impulsive reductions in the number of zombies and derive conditions under which eradication can occur. We show that only quick, aggressive attacks can stave off the doomsday scenario: the collapse of society as zombies overtake us all. 1. Introduction A zombie is a reanimated human corpse that feeds on living human flesh [1]. -
Michał Zgorzałek* GEORGE A. ROMERO's
STUDIA HUMANISTYCZNE AGH Tom 15/2 • 2016 http://dx.doi.org/10.7494/human.2016.15.2.43 Michał Zgorzałek* Maria Curie-Skłodowska University in Lublin GEORGE A. ROMERO’S DYSTOPIAS: THE REPRESENTATION OF DYSTOPIA IN THE UNIVERSE OF HIS ZOMBIE TRILOGY The present paper discusses dystopia in the genre of horror on the basis of George A. Romero’s zombie fi lms. Dystopia seems to be inextricably linked with the vision of the world in which the very structure of the society has been destroyed along with moral codes and the only remaining thing is the will to survive. In the Living Dead Trilogy Romero skilfully used the zombie apocalypse motif to portray both vices as virtues characteristic to American way of life. Moreover, in his motion pictures, he envisages what may be the implications of pos- sible dystopias arising from the ashes of destroyed human civilisation and, thus, gives the audiences, and the critics, an incredible resource for interpretation and further analysis. The methodology involves the paradigmatic analysis of the plots in order to show how the motif of zombie apocalypse is used to explore the notion of dystopia. Moreover, the mentioned analysis will also cover explicit, implicit and symptomatic meaning created by the analyzed fi lms. Keywords: dystopia, social critique, human holocaust, morality INTRODUCTION Throughout his career, George A. Romero has directed over sixteen pictures, trying his hand at such fi lm genres as the thriller, comedy, documentary and horror. And this last genre is the focus of this paper. The fi lms examined in this work are the so-called zombie movies directed, and also written, by Romero. -
Normalizing Monstrous Bodies Through Zombie Media
Your Friendly Neighbourhood Zombie: Normalizing Monstrous Bodies Through Zombie Media by Jessica Wind A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Arts in Communication Carleton University Ottawa, Ontario © 2016 Jess Wind Abstract Our deepest social fears and anxieties are often communicated through the zombie, but these readings aren’t reflected in contemporary zombie media. Increasingly, we are producing a less scary, less threatening zombie — one that is simply struggling to navigate a society in which it doesn’t fit. I begin to rectify the gap between zombie scholarship and contemporary zombie media by mapping the zombie’s shift from “outbreak narratives” to normalized monsters. If the zombie no longer articulates social fears and anxieties, what purpose does it serve? Through the close examination of these “normalized” zombie media, I read the zombie as possessing a non- normative body whose lived experiences reveal and reflect tensions of identity construction — a process that is muddy, in motion, and never easy. We may be done with the uncontrollable horde, but we’re far from done with the zombie and its connection to us and society. !ii Acknowledgements I would like to start by thanking Sheryl Hamilton for going on this wild zombie-filled journey with me. You guided me as I worked through questions and gained confidence in my project. Without your endless support, thorough feedback, and shared passion for zombies it wouldn’t have been nearly as successful. Thank you for your honesty, deadlines, and coffee. I would also like to thank Irena Knezevic for being so willing and excited to read this many pages about zombies. -
ABSTRACT Title of Document: COMMUNICATING FEAR in FILM
ABSTRACT Title of Document: COMMUNICATING FEAR IN FILM MUSIC: A SOCIOPHOBIC ANALYSIS OF ZOMBIE FILM SOUNDTRACKS Pedro Gonzalez-Fernandez Master of Arts, 2014 Directed By: Dr. Patrick Warfield, Musicology The horror film soundtrack is a complex web of narratological, ethnographic, and semiological factors all related to the social tensions intimated by a film. This study examines four major periods in the zombie’s film career—the Voodoo zombie of the 1930s and 1940s, the invasion narratives of the late 1960s, the post-apocalyptic survivalist fantasies of the 1970s and 1980s, and the modern post-9/11 zombie—to track how certain musical sounds and styles are indexed with the content of zombie films. Two main musical threads link the individual films’ characterization of the zombie and the setting: Othering via different types of musical exoticism, and the use of sonic excess to pronounce sociophobic themes. COMMUNICATING FEAR IN FILM MUSIC: A SOCIOPHOBIC ANALYSIS OF ZOMBIE FILM SOUNDTRACKS by Pedro Gonzalez-Fernandez Thesis submitted to the Faculty of the Graduate School of the University of Maryland, College Park in partial fulfillment of the requirements for the degree of Master of Arts 2014 Advisory Committee: Professor Patrick Warfield, Chair Professor Richard King Professor John Lawrence Witzleben ©Copyright by Pedro Gonzalez-Fernandez 2014 Table of Contents TABLE OF CONTENTS II INTRODUCTION AND LITERATURE REVIEW 1 Introduction 1 Why Zombies? 2 Zombie Taxonomy 6 Literature Review 8 Film Music Scholarship 8 Horror Film Music Scholarship -
The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead"
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2010-03-17 Ghouls, Hell and Transcendence: The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead" Jasie Stokes Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Classics Commons, and the Comparative Literature Commons BYU ScholarsArchive Citation Stokes, Jasie, "Ghouls, Hell and Transcendence: The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead"" (2010). Theses and Dissertations. 2103. https://scholarsarchive.byu.edu/etd/2103 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Ghouls, Hell and Transcendence: the Zombie in Popular Culture from Night of the Living Dead to Shaun of the Dead Jasie Stokes A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Carl Sederholm Charlotte Stanford Kerry Soper Department of Humanities, Classics and Comparative Literature Brigham Young University April 2010 Copyright © 2010 Jasie Stokes All Rights Reserved ABSTRACT Ghouls, Hell and Transcendence: the Zombie in Popular Culture from Night of the Living Dead to Shaun of the Dead Jasie Stokes Department of Humanities, Classics and Comparative Literature Master of Arts Considering the amount of media created around the zombie and the sustained interest in its role in our society, we can clearly see that a cultural phenomenon is underway, and it is important for us to question this phenomenon in order to gain some understanding of how and why its appeal has stretched so far. -
Capcom's Monster Hunter Freedom 2 Receives Grand Award Press
September 25th, 2007 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom’s Monster Hunter Freedom 2 receives Grand Award - Capcom titles receive most awards of any maker at the Japan Game Awards: 2007 - We at Capcom are proud to announce that “Monster Hunter Freedom 2” has received the esteemed Grand Award as well as the Award for Excellence at the “Japan Game Awards: 2007”. The awards program is sponsored by the Computer Entertainment Software Association for the recognition of outstanding titles in computer entertainment software. The awards ceremony was held at this year’s Tokyo Game Show which took place from September 20-23. “Monster Hunter Freedom 2” is a ‘hunting action’ game that puts the player in the role of a fearless hunter roaming a great expansive world tracking down gigantic fearsome beasts. Players can tackle the adventure alone or join friends over ad-hoc mode for team cooperative action. Since its release, Monster Hunter Freedom 2 has become an extremely popular PSP® title boasting sales of over 1,400,000 copies in Japan since its release in February of this year (as of September 21, 2007). We are also very proud to announce our newest title in the “Monster Hunter” series, “Monster Hunter Portable 2G”. With this title, we will continue to endeavor to bring this exciting series to the ever-increasing audience of Japanese Monster Hunter fans. In addition to “Okami”, “Lost Planet Extreme Condition”, which sold more than a million copies in U.S. -
AARON DODD Vancouver B.C
AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr -
Capcom Announces Its Big Game Lineup for Fiscal Ending March 2011
January 26, 2010 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom Announces Its Big Game Lineup for Fiscal Ending March 2011 - F inancial outlook is good as Capcom’s heavy hitting titles are announced for this fiscal period - Capcom Co., Ltd. is proud to announce its lineup of Xbox 360® titles to be released before the fiscal year ending in March 2011. Our lineup announcement starts with “Super Street Fighter IV”, the latest iteration of the iconic “Street Fighter” franchise, which is scheduled for release on April 28, 2010. The next iteration of the globally popular “Lost Planet” series, “Lost Planet 2”, is slated for a May 20, 2010 release. In addition, the PC game “Monster Hunter Frontier Online” will begin Japanese service on the Xbox 360® in the summer of 2010. Lastly, the next installment in the “Dead Rising” series of video games, “Dead Rising 2”, is planned for release in the 2010 calendar year. Not only that, but a new live action film, “Zombrex: Dead Rising Sun”, will be released in Japan, leveraging a strong multiple media strategy for this series which has already been met with great success in Europe and America. Capcom’s release lineup for this period will include many other high-profile titles, and we can expect our lineup to perform increasingly well. Detailed sales forecasts for each title are still under review. Capcom will continue to release exciting titles on an aggressive schedule, maximizing the value of our titles and expanding our sales. -
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Dead Rising 2 Reviewer's Guide (Low Resolution)
Content Falls In FALL 2010 LET’S GET STARTED Your Letters Editor-In-Chief 4 CAPCOM Letter From The Editor Editorial Director Greg Off 8 Senior Editor KEEPING ENTERTAINED Stacy Burt The Hot List Associate Editor 10 David Brothers Night Time Visitors Assistant Editor 12 Lindsay Young All The Brains You Can Eat Contributing Medical Expert 14 Isabela Keyes Five Ways To Tell If Your Date Director of Photography Is Infected Frank West 16 Senior Designer Timothy Lindquist Wingin’ It Associate Designers 20 Cyrin Jocson, STYLE • LOOKING GOOD Sarah Gilbert, Alvin Domingo Save The World And Look Good National Advertising Director Doing It Brady Hartel 22 Security Does This Make Me Look Dead? Brad Garrison, Jessica McCarney 26 Janitor DIY: Affordable Mayhem Otis Washington 30 Transportation What’s Your Perfect Match? Ed DeLuca A PARTNERSHIP TO BENEFIT DEAD RIGHTS 34 FEATURE PRESENTATION The New Guy In Town 38 Fortune City’s Players 42 “ZQ” is trademark of Capcom. All rights reserved. No part of this magazine may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Capcom. When Time is of the Essence Capcom and the authors have made every effort to ensure Stacey Forsythe and Intercept have joined together to that the information contained in this magazine is accurate. However, the publisher makes no warranty, either expressed contribute to the Unnaturally Dead Defense Council. or implied, as to the accuracy, effectiveness, or completeness of the material in this magazine; nor does the publisher assume liability for damages, either incidental or consequential, « When you need to track your Zombrex intake, only the best time that may result from using the information in this magazine.