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UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Q1 2007 8 Table of the Punch Line Contents
Q1 2007 8 Table of The Punch Line Contents 4 On the Grand Master’s Stage 34 Persona Visits the Wii Line Strider–ARC AnIllustratedCampoutfortheWii 6 Goading ‘n Gouging 42 Christmas Morning at the Ghouls‘nGoblinsseries Leukemia Ward TokyoGameShow2006 12 That Spiky-Haired Lawyer is All Talk PhoenixWright:AceAttorney–NDS 50 A Retrospective Survival Guide to Tokyo Game Show 14 Shinji Mikami and the Lost Art of WithExtra-SpecialBlueDragon Game Design Preview ResidentEvil-PS1;P.N.03,Resident Evil4-NGC;GodHand-PS2 54 You’ve Won a Prize! Deplayability 18 Secrets and Save Points SecretofMana–SNES 56 Knee-Deep in Legend Doom–PC 22 Giving Up the Ghost MetroidII:ReturnofSamus–NGB 58 Killing Dad and Getting it Right ShadowHearts–PS2 25 I Came Wearing a Full Suit of Armour But I Left Wearing 60 The Sound of Horns and Motors Only My Pants Falloutseries Comic 64 The Punch Line 26 Militia II is Machinima RuleofRose-PS2 MilitiaII–AVI 68 Untold Tales of the Arcade 30 Mega Microcosms KillingDragonsHasNever Wariowareseries BeenSoMuchFun! 76 Why Game? Reason#7:WhyNot!? Table Of Contents 1 From the Editor’s Desk Staff Keep On Keeping On Asatrustedfriendsaidtome,“Aslong By Matthew Williamson asyoukeepwritingandcreating,that’s Editor In Chief: Staff Artists: Matthew“ShaperMC”Williamson Mariel“Kinuko”Cartwright allIcareabout.”Andthat’swhatI’lldo, [email protected] [email protected] It’sbeenalittlewhilesinceourlast andwhatI’llhelpotherstodoaswell. Associate Editor: Jonathan“Persona-Sama”Kim issuecameout;Ihopeyouenjoyedthe Butdon’tworryaboutThe Gamer’s Ancil“dessgeega”Anthropy [email protected] anticipation.Timeissomethingstrange, Quarter;wehavebigplans.Wewillbe [email protected] Benjamin“Lestrade”Rivers though.Hasitreallybeenovertwo shiftingfromastrictquarterlysched- Assistant Editor: [email protected] yearsnow?Itgoessofast. -
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarlylabelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot‘emup, the racing game, the platform game, the God game, the realtime strategy game, and the puzzle game,(3) the simulation, roleplaying, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘processorientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and undertheorized. -
Oda Nobunaga in Japanese Videogames the Case of Nobunaga’S Ambition: Sphere of Influence (Koei, 2013)
Trabajo Fin de Máster Oda Nobunaga en los videojuegos japoneses El caso de Nobunaga’s Ambition: Sphere of Influence (Koei, 2013) Oda Nobunaga in Japanese videogames The case of Nobunaga’s Ambition: Sphere of Influence (Koei, 2013) Autora Claudia Bonillo Fernández Directoras Elena Barlés Báguena Amparo Martínez Herranz Facultad de Filosofía y Letras/ Departamento de Historia del Arte Curso 2017-2018 2 ÍNDICE I. PRESENTACIÓN DEL TRABAJO .......................................................................................................................... 3 1. Delimitación del tema y causas de su elección ..................................................................................................... 3 2. Estado de la cuestión ............................................................................................................................................. 5 3. Objetivos del trabajo ............................................................................................................................................. 9 4. Metodología .......................................................................................................................................................... 9 4.1. Búsqueda, recopilación, lectura y análisis de material bibliográfico ........................................................... 10 4.2. Búsqueda, recopilación, lectura y análisis de material documental ............................................................. 11 4.3. Trabajo de campo ........................................................................................................................................ -
1 ORDINATEUR Ordinateur Macintosh Apple Iie, N
ORDINATEUR Ordinateur Macintosh Apple IIe, N° D410TUBA2S2064 Important lot. Contenu : Unité centrale, écran (fissuré), lecteur disquette, mouse & keyboard interface boards, Grappler II printer interface en boite. Ajout d’un lot de logiciels, jeux et manuels pour ordinateur Apple II. Contient : World Juggler, Word Attack !, Poster, Math Blaster, the spy’s adventures in north america, PHM Pegasus (Lucasfilm), 1 500 / 600 Flight Simulator II, Scrabble, World Games, Summer Games II, California Games,King Quest I, II et III, Marble Madness, Treasure Hunter, Winter Games, Science Toolkit master Module complet (rare), Sargon III, Microzine, Algebra volume 3 et 4, Compubridge, Mastertype, Learn German, important lot de disquettes de jeux, Delta Drawing, Music construction set, The Print Shop. Extend-it 64K upgrade pour l’Apple Iie à installer. Etat moyen. ORDINATEUR (TOYS) FischerTechnik ComputingInterface + diskette et Teach-in-Robo. 2 Ensemble de deux boites de jeux de programmation robotique 60 / 80 pour ordinateurs APPLE II. Contient l’interface, le robot, la disquette et la documentation.Peu count ATARI ST Ensemble de jeux pour ordinateurs ATARI ST en boite : - Lethal Weapon - Super Fighter - Epic - The Chaos Engine - Special Forces - Leander 3 - Monster Pack Volume 1 (manque Psykhosis) 120 / 150 - Vroom - Ghosts'N Goblins - F29 Retaliator - Saint Dragon (manque poster, badge et guide) - Les Stars d'Hollywood - Ivanhoe (manque guide) On y joint Robocop pour Amstrad CPC DIVERS Ensemble de 37 jeux en loose sur multiples plateformes : - Atari 2600 : Pole Position, Space Invaders, Dig Dug, Kangaroo, Battlezone, Centipede (colecovision atari soft), Enduro, Star Raiders et Atlantis. - Sega Game Gear : Columns, Aladdin, Tails Adventure, Land of Illusion et Ayrton Senna's Super Monaco GP II. -
The Cultural Aspect of Video Game Regulation Practices
The Cultural Aspect of Video Game Regulation Practices «A comparative study of the differences in video game rating practices between Europe and Japan» Marita Eriksen Haugland Master’s thesis in Nordic Media Department of Media and Communication THE UNIVERSITY OF OSLO Fall 2018 The Cultural Aspect of Video Game Regulation Practices «A comparative study of the differences in video game rating practices between Europe and Japan» Marita Eriksen Haugland Master’s thesis in Nordic Media II Department of Media and Communication THE UNIVERSITY OF OSLO Fall 2018 III © Marita Eriksen Haugland 2018 The Cultural Aspect of Video Game Regulation Practices: A comparative study of the differences in video game rating practices between Europe and Japan Marita Eriksen Haugland http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract Video games have become a large part of media consumption, both for adults and children. This study contributes to the field of children and media by looking into the perceptions and construction of risk by self-regulatory organizations, as well as into self-regulatory effectiveness. The thesis also discusses the struggle and the compromises between child safety, cultural differences and freedom of expression. It takes up the question of how the cultural differences affect the age ratings and content descriptors. All video games rated in Europe and Japan between 2010-2016 are analyzed to show the differences between the regions. Also, content analyses are performed on 24 video games with emblematic differences in age ratings or content descriptors. The findings suggest that cultural differences in how the two systems view crime, non-realistic violence, realistic blood, non-sexual nudity, romantic behavior, and sexualized behavior is responsible for some of the differences in age ratings and content descriptors. -
Oda Nobunaga En Los Videojuegos De Japón
ISBN 978-84-17157-60-9 ISBN 978-84-17157-60-9 Colección Historia y Videojuegos 9788417 157609 9788417 157609 5 VIDEOJUEGOS E HISTORIA: ENTRE EL OCIO Y LA CULTURA Juan Francisco Jiménez Alcázar Gerardo F. Rodríguez (Coords.) VIDEOJUEGOS E HISTORIA: ENTRE EL OCIO Y LA CULTURA ediciones Proyecto de investigación I+D+I: Proyecto de investigación I+D+I: Historia y videojuegos (II): cono- Historia y videojuegos (II): cono- cimiento, aprendizaje y proyección cimiento, aprendizaje y proyección del pasado en la sociedad digital del pasado en la sociedad digital (HAR2016-78147-P) (HAR2016-78147-P) 5 Juan Francisco Jiménez Alcázar y Gerardo F. Rodríguez (Coords.) Videojuegos e historia: entre el ocio y la cultura Colección Historia y Videojuegos nº 5 Videojuegos e historia: entre el ocio y la cultura / J.F. Jiménez y G.F. Rodríguez (Coords.).– Murcia : Universidad de Murcia. Servicio de Publicaciones, 2018. – (Colección Historia y Videojuegos ; 5) (Editum) I.S.B.N.: 978-84-17157-60-9 Videojuegos-Aspectos culturales. Jiménez Alcázar, Juan Francisco. Rodríguez, Gerardo (Gerardo Fabián), (1967-) Universidad de Murcia. Servicio de Publicaciones. 794:004.4 1ª Edición 2018 Reservados todos los derechos. De acuerdo con la legislación vigente, y bajo las sanciones en ella previstas, queda totalmente prohibida la reproducción y/o transmisión parcial o total de este libro, por procedimientos mecánicos o electrónicos, incluyendo fotocopia, grabación magnética, óptica o cualesquiera otros procedimientos que la técnica permita o pueda permitir en el futuro, sin la expresa autorización por escrito de los propietarios del copyright. Proyecto de investigación I+D+I: Historia y videojuegos (II): conocimiento, aprendizaje y proyección del pasado en la sociedad digital (HAR2016-78147-P). -
Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games
arts Article From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games Kumiko Saito Department of Languages, Clemson University, Clemson, SC 29634, USA; [email protected] Abstract: Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishojo¯ games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer- generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for a male audience and romance adventure games that feature male characters for a female audience. Through the comparison, the article investigates how notions of romantic love and relationship have transformed from the modern identity politics based on freedom and the autonomous self to the decentered model of mediation and interaction in the contemporary era. Keywords: Japanese video games; visual novels; bishojo¯ games; otome games; romance simulation; literature; romance; narrative form; modernity; postmodernity Citation: Saito, Kumiko. 2021. From Novels to Video Games: Romantic 1. Introduction Love and Narrative Form in Japanese With the rise of video games as a new medium for storytelling, scholars have un- Visual Novels and Romance equivocally posed the question, “Are games stories?” (Salen and Zimmerman 2003, p. 378). Adventure Games. Arts 10: 42. Although any computer or video game can be considered a form of popular fiction (Atkins https://doi.org/10.3390/arts10030042 2003, p. -
Video Games INT 9/3/02 2:55 PM Page 1
AI Video Games INT 9/3/02 2:55 PM Page 1 Video Games AI Video Games INT 9/3/02 2:55 PM Page 2 Other books in the At Issue series: Alcohol Abuse Animal Experimentation Anorexia The Attack on America: September 11, 2001 Biological and Chemical Weapons Bulimia The Central Intelligence Agency Cloning Creationism vs. Evolution Does Capital Punishment Deter Crime? Drugs and Sports Drunk Driving The Ethics of Abortion The Ethics of Genetic Engineering The Ethics of Human Cloning Heroin Home Schooling How Can Gun Violence Be Reduced? How Should Prisons Treat Inmates? Human Embryo Experimentation Is Global Warming a Threat? Islamic Fundamentalism Is Media Violence a Problem? Legalizing Drugs Missile Defense National Security Nuclear and Toxic Waste Nuclear Security Organ Transplants Performance-Enhancing Drugs Physician-Assisted Suicide Police Corruption Professional Wrestling Rain Forests Satanism School Shootings Should Abortion Rights Be Restricted? Should There Be Limits to Free Speech? Teen Sex What Encourages Gang Behavior? What Is a Hate Crime? White Supremacy Groups AI Video Games INT 9/3/02 2:55 PM Page 3 Video games Roman Espejo, Book Editor Daniel Leone, President Bonnie Szumski, Publisher Scott Barbour, Managing Editor San Diego • Detroit • New York • San Francisco • Cleveland New Haven, Conn. • Waterville, Maine • London • Munich AI Video Games INT 9/3/02 2:55 PM Page 4 © 2003 by Greenhaven Press. Greenhaven Press is an imprint of The Gale Group, Inc., a division of Thomson Learning, Inc. Greenhaven® and Thomson Learning™ are trademarks used herein under license. For more information, contact Greenhaven Press 27500 Drake Rd. -
Sekigahara.Pdf
OSPREY Campaign • 40 PUBLISHING Sekigahara 1600 The final struggle for power Anthony J Bryant Series editor Lee Johnson • Consultant editor David G Chandler First published in Great Britain in 1995 by DEDICATION Osprey Publishing, Elms Court, Chapel Way, Botley, Oxford OX2 9LR United Kingdom. Email: To Lillian and Chris Csernica, with eternal gratitude... info(» ospreypublishing.com © Copyright 1995 ACKNOWLEDGEMENTS Osprey Publishing Ltd This book would not have been possible without the co-operation and assistance of the curators, clergy and managers of the muse- Reprinted 2001,2003 ums, temples, shrines, castles and other institutions visited. All rights reserved. Apart from any fair Especially worthy of note is the management of the armour shop dealing for the purpose of private study, Yoroi no K6zan-do, Tokyo; the Sekigahara Museum; Sekigahara research, criticism or review, as permitted Warland; and the Kato Kiyomasa/Toyotomi Hideyoshi Memorial under the Copyright, Designs and Patents Act, Hall, Nagoya. 1988, no part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic, electrical, chemical, mechanical, optical, photocopying, recording or otherwise, without the prior written permission of the copyright owner. Enquiries should be addressed to the Publishers. CIP Data for this publication is available from the British Library ISBN 1 85532 395 8 Consultant Editor: DAVID G.CHANDLER Series Editor: LEE JOHNSON Edited by Tony Holmes. Designed by: the Black Spot Bird's eye view illustrations by Peter Harper. Cartography by Micromap. Fimset in Great Britain. Printed in China through World Print Ltd. FOR A CATALOGUE OF ALL BOOKS PUBLISHED BY OSPREY MILITARY AND AVIATION PLEASE CONTACT: The Marketing Manager, Osprey Direct UK, PO Box 140, Wellingborough, Northants, NN8 2FA, United Kingdom. -
Sengoku Era Figures & Their Media Portrayals
By dj Date Masamune • Panel will be available online as well as a list of all my resources • On my blog • Will upload .pdf of PowerPoint that will be available post-con • Contact info. • Take a business card before you leave • Especially if you have ANY feedback • Even if you leave mid-way, feel free to get one before you go • If you have any questions left, feel free to ask me after the panel or e-mail me • Background • Will be giving a brief overview of the Sengoku era, as well as historical figures • Don’t have nearly enough time to give a comprehensive outline of all the daimyos, events, clans, famous figures, etc. of the Sengoku era, so I’m going to be giving some factoids on each covered • a.k.a. the Warring States Period • 1467-1573 • Reference to Warring States Period in China • Gekokujo • Upheaval that weakened central authority & precipitated the rise of daimyos & the fall of Shoguns that really kickstarted the Sengoku era • *Anything having to do with Oda Nobunaga! • The Onin War • Conflict rooted in economic distress & instigated by a dispute over shogunal succession. Lasted 11 years & left Kyoto almost completely destroyed • Unification/Azuchi-Momoyama Period • Started by Oda Nobunaga & finished & maintained by Hideyoshi Toyotomi & then Ieyasu Tokugawa • Battle of Sekigahara • Tokugawa Ieyasu’s forces vs. Mitsunai Ishida’s forces post Hideyoshi Toyotomi’s (1598) & Maeda Toshiie (1599) death since Mitsunari accused Ieyasu of disloyalty to Toyotomi • Tokugawa Shogunate • The last Shogunate & when Japan could • Shogunate-A system in government put in place by the present feudal dictatorship at the time • *There are various important battles (Battle of Kawanakajima, the Siege of Osaka, etc. -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits