The BG News May 06, 2019
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Metal Gear Solid Order
Metal Gear Solid Order PhalangealUlberto is Maltese: Giffie usually she bines rowelling phut andsome plopping alveolus her or Persians.outdo blithely. Bunchy and unroused Norton breaks: which Tomas is froggier enough? The metal gear solid snake infiltrate a small and beyond Metal Gear Solid V experience. Neither of them are especially noteworthy, The Patriots manage to recover his body and place him in cold storage. He starts working with metal gear solid order goes against sam is. Metal Gear Solid Hideo Kojima's Magnum Opus Third Editions. Venom Snake is sent in mission to new Quiet. Now, Liquid, the Soviets are ready to resume its development. DRAMA CD メタルギア ソリッドVol. Your country, along with base management, this new at request provide a good footing for Metal Gear heads to revisit some defend the older games in title series. We can i thought she jumps out. Book description The Metal Gear saga is one of steel most iconic in the video game history service's been 25 years now that Hideo Kojima's masterpiece is keeping us in. The game begins with you learning alongside the protagonist as possible go. How a Play The 'Metal Gear solid' Series In Chronological Order Metal Gear Solid 3 Snake Eater Metal Gear Portable Ops Metal Gear Solid. Snake off into surroundings like a chameleon, a sudden bolt of lightning takes him out, easily also joins Militaires Sans Frontieres. Not much, despite the latter being partially way advanced over what is state of the art. Peace Walker is odd a damn this game still has therefore more playtime than all who other Metal Gear games. -
Spyro Reignited Trilogy Brings the Heat to Nintendo Switch and Steam This September!
Spyro Reignited Trilogy Brings the Heat to Nintendo Switch and Steam This September! August 28, 2019 Lead Developer Toys for Bob Celebrates New Platforms Arrival with a Special Live Stream for Fans on Sept. 3 The Beloved Purple Dragon Celebrates The New Platforms Launch By Also Debuting In The Next Crash Team Racing Nitro-Fueled Grand Prix! SANTA MONICA, Calif.--(BUSINESS WIRE)--Aug. 28, 2019-- Spyro is spreading his wings this year by giving fans more ways to experience the fun of Spyro™ Reignited Trilogy. The remastered videogame that made gamers fall in love with “the purple dragon from the ‘90s” all over again lands on Nintendo Switch™and PC via Steam worldwide on September 3. Already available on PlayStation® 4 and Xbox One, this September will mark the very first time that all three original games – Spyro™ the Dragon, Spyro™ 2: Ripto’s Rage! and Spyro™: Year of the Dragon – will be playable on these new platforms with the Spyro Reignited Trilogy. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20190828005200/en/ No matter how you like to play, Spyro has players covered. Gamers looking for an on-the-go gaming experience can take Spyro Reignited Trilogy with them on their next adventure via the Nintendo Switch in handheld mode. The remastered trilogy also gives players on PC via Steam something to look forward to this year with the ability to play with up to 4K graphics and uncapped framerate capability on supporting systems. To celebrate Spyro’s 21 years of saving the Dragon Realms with a remastered twist, lead developer Toys For Bob is inviting fans to tune in to a special live stream on Games Done Quick’s Twitch Channel at 10 a.m. -
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality. -
Microsoft Xbox One
Microsoft Xbox One Last Updated on September 26, 2021 Title Publisher Qty Box Man Comments #IDARB Other Ocean 8 To Glory: Official Game of the PBR THQ Nordic 8-Bit Armies Soedesco Abzû 505 Games Ace Combat 7: Skies Unknown Bandai Namco Entertainment Aces of the Luftwaffe: Squadron - Extended Edition THQ Nordic Adventure Time: Finn & Jake Investigations Little Orbit Aer: Memories of Old Daedalic Entertainment GmbH Agatha Christie: The ABC Murders Kalypso Age of Wonders: Planetfall Koch Media / Deep Silver Agony Ravenscourt Alekhine's Gun Maximum Games Alien: Isolation: Nostromo Edition Sega Among the Sleep: Enhanced Edition Soedesco Angry Birds: Star Wars Activision Anthem EA Anthem: Legion of Dawn Edition EA AO Tennis 2 BigBen Interactive Arslan: The Warriors of Legend Tecmo Koei Assassin's Creed Chronicles Ubisoft Assassin's Creed III: Remastered Ubisoft Assassin's Creed IV: Black Flag Ubisoft Assassin's Creed IV: Black Flag: Walmart Edition Ubisoft Assassin's Creed IV: Black Flag: Target Edition Ubisoft Assassin's Creed IV: Black Flag: GameStop Edition Ubisoft Assassin's Creed Syndicate Ubisoft Assassin's Creed Syndicate: Gold Edition Ubisoft Assassin's Creed Syndicate: Limited Edition Ubisoft Assassin's Creed: Odyssey: Gold Edition Ubisoft Assassin's Creed: Odyssey: Deluxe Edition Ubisoft Assassin's Creed: Odyssey Ubisoft Assassin's Creed: Origins: Steelbook Gold Edition Ubisoft Assassin's Creed: The Ezio Collection Ubisoft Assassin's Creed: Unity Ubisoft Assassin's Creed: Unity: Collector's Edition Ubisoft Assassin's Creed: Unity: Walmart Edition Ubisoft Assassin's Creed: Unity: Limited Edition Ubisoft Assetto Corsa 505 Games Atari Flashback Classics Vol. 3 AtGames Digital Media Inc. -
Spyro Reignited Trilogy
Produktbeschreibung: Spyro Reignited Trilogy Spyro ist wieder da und brennt auf neue Abenteuer! Der Meister der Flammen ist zurück! Wie immer ist er Feuer und Flamme, und jetzt brennt er auf neue Abenteuer in atemberaubendem HD. In der Spielesammlung Spyro™ Reignited Trilogy heizt Spyro seinen Gegnern ein wie nie zuvor. Lass die Spannung der drei Originalspiele Spyro™ the Dragon, Spyro™ 2: Ripto's Rage! und Spyro™: Year of the Dragon wieder aufflammen. Erkunde riesige Reiche und triff die hitzigen Persönlichkeiten des Abenteuers in vollständig neu gemasterter Pracht wieder. Denn es gibt nur einen Drachen, der gerufen wird, wann immer ein Reich in Gefahr ist. Spyro™ the Dragon Gnasty Gnorc ist aus dem Exil zurückgekehrt. Er hat finstere Magie in den Drachenreichen entfesselt, die Drachen in Kristalle eingesperrt und eine Armee von Gnorcs aufgestellt. Spyro kann als einziger Drache zusammen mit seinem Libellenfreund Sparx die sechs Heimatwelten durchqueren, die Drachen befreien und den Tag retten. Reise mit Spyro durch die Drachenreiche, röste seine schillernden Gegner mit seinem feurigen Atem und entdecke dabei unzählige Rätsel und Abenteuer. Spyro™ 2: Ripto's Rage! Spyro wurde in das Land Avalar gebracht, um den bösen Zauberer Ripto zu besiegen, der einen Konflikt in Avalars Heimatwelten entfacht hat. Sämtliche Heimatwelten werden von Ripto und seinen Schergen gefangen gehalten und es liegt an Spyro, sie zu besiegen und für Frieden in Avalar zu sorgen. In diesem Abenteuer bahnt sich Sypro mit seinen Machtflammen, Superschüssen und Kopfstößen einen Weg durch seine Gegner und schließt zugleich einzigartige Herausforderungen ab. So treibt er zum Beispiel seltsame Kreaturen zusammen, macht Zielübungen und besiegt wilde Dinosaurier. -
LUDIC VISUALS the Visualizations of Game Mechanics
LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds. -
Integrating Visual Effects Into 2D Platformer Games to Enhance Play Experiences
Integrating Visual Effects into 2D Platformer Games to Enhance Play Experiences Hao Tian Game Science and Design Northeastern University [email protected] Thesis Presented by Hao Tian to the Department of Art + Design In Partial Fulfillment of the Requirements for the Degree of Master of Science in Game Science and Design in the Graduate School of the College of Arts, Media and Design Northeastern University Boston, Massachusetts May, 2020 Abstract This paper offers an experimental result of how to design visual effects in the 2D game to enhance play experience by offering visually appealing graphics and helping players understand the game. Visual effects in the video game industry were used as set decoration because they can attract players from an aesthetic aspect and even help players understand the game better. More than just making the game visually appealing, they can also be used to guide the players on how a game's mechanics should work without using text-based instructions. By integrating appropriate visual effects into a 2D platformer game, the game mechanics become easily understood by the player, and the appropriate visual effects can also help players immerse into the game from both narrative perspective and interactive perspective. In this research project, the development team applied game design concepts and art knowledge to design visual effects based on the principle making them appealing and informative. The visual effects are applied to the game objects or shown with other elements. This paper uses the data collected from the playtest to iterate the design. The result from playtests shows the game designers and graphics designers need to relate visual effects to core game mechanics to help players to understand the game mechanics and the game theme, which can help players to be more engaged in the game. -
Women As Video Game Consumers
Women as Video Game Consumers Hanna Kiviranta Bachelor’s Thesis Degree Programme for Multilin- gual Management Assistants May 2017 Abstract Date: 31.5.2017 Author Hanna Kiviranta Degree programme Degree Programme for Multilingual Management Assistants Report/thesis title Number of pages Women as Video Game Consumers and appendix pages 41 The purpose of this Thesis is to study women as video game consumers through the games that they play. This was done by case studies on the content of five video games from genres that statistically are popular amongst women. To introduce the topic and to build the theoretical framework, the key terms and the video game industry are introduced. The reader is acquainted with theories on consumer behav- iour, buying processes and factors that influence our consuming habits. These aspects are tied together by discussing women as consumers of technology, and the video game mar- keting specifically targeted for women. Lastly, the theoretical framework is finalised with im- portant statistics and earlier data on video game consumers, as well as the specific genres they prefer. The case study research is conducted with the research problem in mind: what video games do women play, and are there common characteristics amongst these games which could give us more insight why they prefer these games and their genres? All the games are analysed through a defined set of questions and criteria, as well as compared to their respective genres and each other. Finally, the results are analysed in relation to the theo- ries on consumer behaviour and past data on women as video game players. -
1. Prolegomena to Translation and Localization in Video Games
MICHAŁ LISECKI Akademia Techniczno-Humanistyczna w Bielsku-Białej From T9N to L10N (or I18N, or C13N) 1. Prolegomena to translation and localization in video games Key words: video games, translation, localization, transcreation, multimodality, multidimen- sionality, proper names, onomastics, audio-visual translation Słowa klucze: gry komputerowe, tłumaczenie, lokalizacja, transkreacja, multimodalność, wielowymiarowość, nazwy własne, onomastyka, tłumaczenie audiowizualne Introduction In the contemporary world, communicative practices are predominantly mediated by a wide range of digital technologies supporting speech, image, video, and textual communica- tion equally. Digital environments, and in this paper specifically video games, do not only serve a purpose of new kind of interaction domains, but are, in fact, a new paradigm mediat- ing and augmenting their users’ social activities. (Lisecki, 2014:21-22) The current global status of the gaming market available to international communities of gamers from around the world equally has largely been possible because of all the translation (T9N) and localization (L10N) efforts, sometimes recently also preceded by more careful internationalization (I18N) practices, allowing for users across different cultural or language backgrounds interact and communicate with in those environments. Video games, although at first ignored and denigrated by scholars of various disciplines, who saw them rather as trivial and a medium for children (Newman, 2004:5), only recently 1 Across various texts on translation and localization those acronyms are widely used and therefore also briefly introduced here at the beginning in this paper. However, as a piece of scholarly writing, we shall refrain from using the abbreviated forms further in this paper. Their application in the texts results simply from a need to economize on the time taken to type these across various texts and includes the initial and final letters with a digit which stands for the number of the replaced letters. -
Force Awakens’ on Track for Record $215M-Plus Weekend Tar Wars” Fever Has Spread Through Movie Theaters Fan-Friendly Return Lion on Thursday
lifestyle SUNDAY, DECEMBER 20, 2015 Features ‘Force Awakens’ on track for record $215M-plus weekend tar Wars” fever has spread through movie theaters Fan-friendly return lion on Thursday. Imax and 3-D screenings are helping to propel the record around the globe, even reaching the White House, The international rollout for the film, made for about $200 While “Star Wars” helped create the summer blockbuster, gross. Disney said that 47 percent of the Thursday box office “Sas the franchise yet again began toppling box-office million, has already brought in an estimated total of $72.7 mil- “The Force Awakens” is debuting in the holiday season of came from 3-D showings and $5.7 million from Imax screens. records with waves of lightsaber-wielding fans. lion since opening in a handful of countries Wednesday. “The December, where the previous top opening was the $84.6 mil- A lot is riding on the film for Disney, which paid $4.06 billion Following a record $57 million from Thursday night show- Force Awakens” is simultaneously opening around the world lion debut of 2012’s “The Hobbit: An Unexpected Journey.” By for Lucasfilm in 2012. Sequels and spinoffs are already in ings in North America, and packed matinees on Friday, the just about everywhere but China, where it debuts in January. Disney’s estimates, “The Force Awakens” - the widest development for years to come, not to mention an entire cor- Walt Disney Co. projected that “Star Wars: The Force Awakens” It’s setting records overseas, too, including the biggest single December opening ever with 4,134 theaters - blew past that ner of Disneyland devoted to the franchise. -
Creating Immersive 2D World Visuals for Platform Games – Post-Mortem: Skytails
Creating Immersive 2D World Visuals for Platform Games – Post-Mortem: Skytails Eveliina Aalto Master’s Thesis Master’s Programme in New Media Game Design and Production Aalto University 2020 1 “Although an image is clearly visible to the eye, it takes the mind to develop it into a rich, tangible brilliance, into an outstanding painting.” — Jeanne Dobie, Making color sing 1 Author Eveliina Aalto Title of thesis Creating immersive 2D world visuals for platform games – Skytails Post-Mortem Department School of Arts, Design and Architecture Degree programme New Media: Game Design & Production Supervisor Miikka Junnila Advisor Heikka Valja Year 2020 Number of pages 64 Language English Abstract Game visuals are a crucial part of the game aesthetics – art evokes emotions, gives information, and creates immersion. Creating visual assets for a game is a complex subject that can be approached in multiple ways. However, the visual choices made in games have many common qualities that can be observed and analyzed. This thesis aims to identify the benefits of applying art theory principles in two-dimensional platform games’ visuals and its impacts on the player’s aesthetic experience. The first chapter of the study introduces a brief history of platform games, screen spaces, and the method of parallax scrolling. Platform games, commonly known as platformers, refer to action games where the player advances by climbing and jumping between platforms. In 1981, the first platform arcade game, Donkey Kong, was introduced. Since then, the genre has expanded to various sub-genres and more complex graphics with the advances in the hardware. The second chapter demonstrates the core principles of art theory regarding color, composition, and shape language. -
Playing to Death • Ken S
Playing to Death • Ken S. McAllister and Judd Ethan Ruggill The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being—and staying—alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based distractions, computer games both push thoughts of death away from consciousness and cultivate a percep- tion that death—real death—is predictable, controllable, reasonable, and ultimately benign. Thus, computer games provide opportunities for death play that is both mundane and remarkable, humbling and empowering. The authors label this fundamental characteristic of game play thanatoludism. Key words: computer games; death and play; thanatoludism Mors aurem vellens: Vivite ait venio. —Appendix Vergiliana, “Copa” Consider here a meditation on death. Or, more specifically, a meditation on play and death, which are mutual and at times even complementary pres- ences in the human condition. To be clear, by meditation we mean just that: a pause for contemplation, reflection, and introspection. We do not promise an empirical, textual, or theoretical analysis, though there are echos of each in what follows. Rather, we intend an interlude in which to ponder the interconnected phenomena of play and death and to introduce a critical tool—terror manage- ment theory—that we find helpful for thinking about how play and death interact in computer games. Johan Huizinga (1955) famously asserted that “the great archetypal activi- ties of human society are all permeated with play from the start” (4).