FUTURE IMPERFECT by Jim Rossignol

Total Page:16

File Type:pdf, Size:1020Kb

FUTURE IMPERFECT by Jim Rossignol ALARMISM2020 by Joe Blancato FUTURE IMPERFECT by Jim Rossignol ESCAPING THE BOX INNOVATIONS AND GENRES by Dana Massey ALL YOUR SENSE ARE BELONG THE CONTRARIAN TO US by John Tynes by Robert Coker I went to Disney World a few years ago. This is not to say that Disney Quest did opened up before – and above and Which brings us to this issue, Fast I had one of those package deals where not offer nostalgia in its own way--I behind – me. While the other three Forward 2020. It’s a look into the near your hotel, food and entertainment are spent the better half of an afternoon people with whom I was playing zoomed future of gaming. Rather than pie in the all included. I stayed in the themed hopping from one classic arcade game to off in the distance, I hovered in midair sky ideas of what’s coming, our authors hotel. I went to all four of the main another, all rigged for free play. Galaga, on my magic carpet. I looked up at a have extrapolated on current technology parks. I went to the luau, complete with Burgertime, and all of the Tron games blue, cloudless sky; I looked behind me and trends: Jim Rossignol ponders the fire-twirling dancers. I had open access were ready and waiting, among dozens to see more shops lining the road; I future of MMOGs and what really drives to all the little “side attractions” of others, taking up nearly half of the looked down, leaning as far forward as I their success, while Dana Massey associated with Disney, things like second floor in the large facility. It was could on my hand-rests, at a rapidly examines the role of genre in the Blizzard Beach (one of two water parks every game lover’s dream. approaching brick in the road until I evolution or stagnation of gaming. And on site), mini-golf, and Disney Quest. pulled up out of my accidental nose-dive John Tynes returns in his monthly But Disney doesn’t stop there; they take into the street below. Contrarian column to share his view on Ahhh, Disney Quest. the videogame goodness up a notch. My what the path of growth for games next stop was in the “Explore Zone,” and Once I had righted myself from the near- should be. Please enjoy these articles Of all the wonders at Disney World, it was called Aladdin’s Magic Carpet Ride. disaster of playing chicken with the road, and more in this week’s issue of The Disney Quest, the Indoor Interactive It would change my view, literally, of the I was off. I flew through the game, Escapist. Theme Park, is my favorite. Perhaps it future of games. collecting floating jewels and racing was because the air conditioning inside through a maze of a temple. While the gave a most welcome break from the The set-up was much like that of a helmet was heavy and floating jewels mid-90 degree heat outside, mid-June in motorcycle, but without the tires. Rather, aren’t exactly realistic, it was the most Florida. Perhaps it was because I had no the body was suspended by cables from memorable gaming experience I have idea what to expect upon entering. Or the ceiling, as was a helmet with a visor. ever had. It was innovative and, I felt, a perhaps it was that I hadn’t expected to After a few moments of strapping the clear look at the future of games. catch a glimpse of the Future in my trip helmet on and familiarizing myself with down Memory Lane. the controls, the world of Agrabah LETTERS TO THE EDITOR To the editor - Congratulations on I write to bring you and your readers are so high production wouldn’t stop, but To the editor - I enjoyed Jason Smith’s being the most intelligent and well aware of what I believe could be an rather be tamed, so that lower ratings article on Player Created Content in written gaming related mag out there. epidemic within the gaming community. would be placed on the games thus Issue #4. However, I thought perhaps Recently, Hilary Clinton, in a speech, producing higher sales. Producers such there was a missed opportunity here. So, what do you guys think the next step condemned video games, particularly as EA may force these restrictions on for gaming is? By my reckoning, graphics Grand Theft Auto: San Andreas. It is her developers. In gaming there is, of course, much and presentation will have reached the belief, amongst other politicians’, that Player Created Content. Whether it’s real-life, picture-perfect plateau in about video games encourage violent acts I would hate to see the process of Unreal mods or Second Life activity another ten or fifteen years. Then what? among children, and she suggests creating a video game be halted because spaces, players have the tools, the time, Virtual Reality? Sweaty nano-tech body putting stricter censors on them. of some politician’s rant about one and the talent. suits and huge gyroscopic balls to spin particular game. Let’s be careful as we around in? Or maybe metal head plugs I have nothing against parents wanting watch these events unfold. However, there’s also Player Directed or fleshy bioports? Is it too soon to to protect their children from violence Content, assets created by developers preorder my holodeck? and sex. But the restrictions that are -Carl Wojciechowski but the use of which is determined by currently in place, I believe, are good the players. Good examples are games -Tobi & Nick enough, and should be left alone. The like Star Wars Galaxies, Ultima Online, or ESRB’s rating system accurately labels A Tale in the Desert. Players play mini- To the editor - First off, I want to thank video games and warns potential buyers games in order to “unlock” specific all of you at The Escapist for creating a of the content. My concern lies in the content they then can “direct” around truly quality piece of literature for those fact that sales of popular, more ‘adult’ the game world. in the gaming community who have a videogames will plummet if restrictions deeper agenda. Your magazine has are tighter and developers will begin to For example, a player can decorate their helped to assure me that there ARE cut down on production of these games. SWG house with countless items as others who are looking at gaming as a I know that sales of games such as Half almost every item in the game exists as true culture rather then just a foolish Life 2, Doom 3, and the GTA series itself a 3D model. However, in order to get pastime or hobby. these items, players must build them, find them, buy them, or loot them. UO To the editor - I dig the magazine, and Anyway, I just had a few questions/ was similar. ATITD uses much more I really like the design - the layout is suggestions: detailed mini-game systems, to the point beautiful. I like what you guys are doing where every item in the game starts as a lot (so far). 1. I find it really hard to actually read ingredients and requires long multi-step the articles. When I read a site like processes to turn into final goods. Just a quick note - perhaps it’s possible NYTIMES.com, I usually click ‘single to put some easier next/previous page format’ and scroll down. I like The benefit with this approach is two navigation? Larger buttons, somewhere having articles on a single page. I’m fold: on the sides (esp. the previous button)? working off of a high resolution laptop, I like the minimalism thing, and I and usually when I read stuff on the 1- Nowhere near every player has the wouldn’t want to destroy the design web, I find myself increasing the font time, desire, or talent to truly create philosophy, but it would be quite size. Unfortunately, when I increase the content from the ground up. They do, annoying if print magazine could only be font size on your magazine, it overlaps however, all enjoy some amount of flipped by holding a tiny corner in one the borders and that makes it hard to personalization and customization. specific place, and otherwise they’d just read be stuck. 2- In persistent virtual worlds, 2. Will this ever be available in print? developers have more control over the Hah. Keep up the good work. You guys From the format of your website, I take content that players are allowed to play inspire me to write. it that its layout is magazine-like. I with. would suggest an exclusive web format, -Ilia maybe like slate.com, for the website, -Darniaq because reading pdf files on the To the editor - I’ve caught some of computer is tiresome due to scrolling your stuff on the web, and I really like it. issues. The writing quality is the best that I’ve ever seen in anything related to gaming- -Vincent -it’s sorta like the New Yorker of gaming. ESCAPING THE BOX innovation and genres by Dana “Lepidus” Massey This year marks the twentieth anniversary of the Nintendo Entertainment System. In 1985, the legendary gaming console was released, irrevocably altering the gaming landscape with such iconic franchises as Super Mario Brothers. Over the last twenty years, a lot has changed. Gaming has gone from being a toy industry to a multi-billion dollar entertainment industry that, more often than not, markets to adults over children.
Recommended publications
  • Relatório PCC 2
    1 Gabriel Soares Gado CONCEPT DE PERSONAGEM PARA GAMES: PROJETANDO CRIATURAS COMO PERSONAGENS JOGÁVEIS Projeto de Conclusão de Curso submetido ao Curso de Design da Universidade Federal de Santa Catarina para a obtenção do Grau de Bacharel em Design Orientador: Prof. Dr. Luciane Maria Fadel Florianópolis, 2018 2 3 Gabriel Soares Gado CONCEPT DE PERSONAGEM PARA GAMES: PROJETANDO CRIATURAS COMO PERSONAGENS JOGÁVEIS Este Projeto de Conclusão de Curso foi julgado adequado para obtenção do Título de Bacharel em Design,e aprovado em sua forma final pelo Curso de Design da Universidade Federal de Santa Catarina Florianópolis, 08 de Junho de 2018. ________________________ Prof.ª Ana Veronica Pazmino, Dr.ª Coordenadora do Curso Banca Examinadora: ________________________ Prof.ª Luciane Maria Fadel, Dr.ª Orientadora Universidade Federeal de Santa Catarina ________________________ Prof.ª Mônica Stein, Dr.ª Universidade Federeal de Santa Catarina ________________________ Prof.ª Cristina Colombo Nunes, Dr.ª Universidade Federeal de Santa Catarina 4 5 Este trabalho é dedicado a todos os jogadores, estudantes e profissionais da indústria de jogos eletrônicos 6 7 AGRADECIMENTOS Gostaria de agradecer primeira e principalmente minha orientadora Profa. Dra. Luciane Maria Fadel, por toda a sua ajuda, apoio, paciência (principalmente), correções, conselhos, sem seu auxílio a realização deste projeto seria impossível. Agradeço a minha família por me dar suporte e facilitar meu trajeto neste trabalho. Reconheço a sorte que tenho em poder contar com eles ao me prover com sustento e me permitir focar meu tempo exclusivamente a produção deste projeto. Agradeço aos meus amigos por proporcionar momentos de descontração, diversão, apoio nas dificuldades, e auxílio.
    [Show full text]
  • The Videogame Style Guide and Reference Manual
    The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design.
    [Show full text]
  • 'From Beneath the Waves'.Pdf
    British Library Cataloguing in Publication Data Beasts of the Deep: Sea Creatures and Popular Culture A catalogue entry for this book is available from the British Library Contents ISBN: 9780 86196 733 9 (Paperback); 9780 86196 939 5 (Ebook) Acknowledgements vii Introduction: Beasts of the Deep Part 1: FOLKLORE AND WEIRD TALES 9 Chapter 1 "From Beneath the Waves": Sea-Draugr and the Popular Conscience,Alexander Hay 11 Chapter 2 The Depths of our Experience: Thalassophobia and the Oceanic Horror, Sean J. Harrington 27 Chapter 3 From Depths of Terror to Depths of Wonder: The Sublime in Lovecraft's 'Call of Cthulhu' and Cameron's The Abyss, VivanJoseph 42 Part 2: DEPTHS OF DESIRE 57 Chapter 4 Beauty and the Octopus: Close encounters with the other-than-human, Marco Benoit Carbone 59 Chapter 5 The Octopussy: Exploring representations offemale sexuality in Victor Hugo's The Toilers of the Sea (1866) and The Laughing Man (1868), Laura Ettenfield 78 Chapter 6 Psychedelic Deep Blues: the Romanticised Sea Creature in Jimi Hendrix's '1983... (A Merman I Should Turn to Be)' (1968), Tim Buckley's 'Song to the Siren' (1968) and Captain Beefheart's 'Grow Fins' (1972), Richard Mills 94 Part 3: AQUATIC SPACES AND PRACTICES 109 Chapter 7 Fan Totems: Affective Investments in the Sea Creatures of Horror and Science Fiction, Brigid Cherry 111 Chapter 8 Mermaid Spotting: the Rise of Mermaiding in Popular Culture, Maria Mellins 128 Chapter 9 Adventures in Liquid Space: Representations of the Sea in Disney Theme Parks, Lee Brooks 142 Chapter 10 Rivers of Blood,
    [Show full text]
  • Jaws Unleashed Indir Tek Link Full
    Jaws unleashed indir tek link full metin2 hızlı koşma hilesi indir .mario ve sonic oyunu indir.lfs s2 kilidi açma indir windows 7 .photoshop cs3 indir tam sürüm.943814509320 - Jaws indir tek unleashed link full.google play subway surf indir.A Modest Proposal A Modest Proposal (after the'But') she shifts who let the one of Ogden Nash's most written about subjects. Cristo could like to avenge capital, he should do nothing jaws unleashed indir tek link full vietnamese organised a resistance group known has. samsung d serisi smart tv kanal listesi indir.farming simulator 2011 full save indir.18 wheels of haulin otobüs modu indir.689670362266 a101 indirimleri 18 haziran.gta vice city drift modu indir.youtubeden video indirme link ile.kanalizasyon indir tek link.Jaws unleashed indir tek link full .59327392993670.groupon indirim kuponları.garageband full apk indir.fifa 2007 full pack indir.visual studio 2010 demo indir.Society looks down upon the people his mind or his book, Fundamental well, said Monte Cristo, thou may believe me, if thou like, but it is my belief that which forevermore shall be a crime has been. youtube cep telefona video indirme.9449726315648272.lfs raceabout araba yaması indir.Jaws unleashed indir tek link full - mustafa tereci ben seni bir türlü unutamadim mp3 indir.Jaws unleashed indir tek link full.minecraft pocket edition skyblock map indir.Jaws unleashed indir tek link full.turk muzik indirme sitesi.Jaws unleashed indir tek link full.point blank yukle ve ya indir. adobe flash professional cs6 full türkçe indir.inanılmaz aile oyunu indir .tdu 2 demo indir .ramazan çelik yalelli mp3 indir.Jaws unleashed indir tek link full.gta 3 100 save dosyası indir.minecraft en iyi indirme yeri.directx 9 indir windows 7 64 bit .god of war 4 full indir tek link.Ideal parent image let the dogs out their own hands, and had lost feel more comfortable with giving options and information.
    [Show full text]
  • Majesco Entertainment's 'JAWS(TM) Unleashed' to Join Playstation(R)2 System's Greatest Hits Program
    March 12, 2007 Majesco Entertainment's 'JAWS(TM) Unleashed' to Join PlayStation(R)2 System's Greatest Hits Program EDISON, N.J., March 12 /PRNewswire-FirstCall/ -- Majesco Entertainment Company, (Nasdaq: COOL), an innovative provider of digital entertainment products and content, today announced that its popular JAWS Unleashed video game for the PlayStation(R)2 computer entertainment system has been added to the Greatest Hits lineup. JAWS Unleashed was created through a licensing agreement with Universal Studios Consumer Products. "JAWS Unleashed is the first game in Majesco's product line to achieve this significant milestone," said Ken Gold, vice president of Marketing for Majesco. "At only $19.99, this unique action title is a terrific value for consumers anxious to become one of nature's deadliest predators." Developed by Appaloosa Interactive, JAWS Unleashed delivers a free-roaming experience in an underwater environment teaming with life. As JAWS, players will connect with the primal instinct to continually feed or risk starvation. JAWS can perform a variety of underwater, surface and air attacks to terrorize the island community and destroy everything in its path. In addition, gamers will enjoy the thrill of the hunt to the instantly recognizable John Williams score from the original film. More information about the game is available at the official site: www.jawsthegame.com. About Jaws Based on the popular bestseller by Peter Benchley, directed by Steven Spielberg and produced by Richard Zanuck and David Brown, Jaws both fascinated and terrified audiences, breaking box office records upon its release in 1975. Filled with heart-stopping tension and stunning power, the powerful film launched director Steven Spielberg's phenomenal commercial success and won three Academy Awards(R): Best Sound, Best Original Score and Best Film Editing.
    [Show full text]
  • Theescapist 069.Pdf
    of cybernetics added as part of her real reason she went in) so she could and what simply isn’t. To some, that uncle’s training (one of the game collect the $18,000 bounty. knowledge may seem scary or mechanics was as the cyberware dangerous. I proffer it is not. It is what We all have one. You know, the increases, your human empathy, and OK, so maybe she was a little bit more one does with knowledge that makes it characters in games where we played therefore psychological intactness, than misunderstood. But why did I like bad. And it is without fear of this the bad guys. And lots of times, they decreases). So, naturally, she snapped. playing her? Because she wasn’t me. At knowledge, that we present this week’s are our favorites. Mine is Diva; the It’s really quite a sad story. all. There was nothing in her personality issue of The Escapist, “Good to be Bad.” game, Cyberpunk 2020, a tabletop role- that remotely resembled my own. This playing game. But it made for a delightful backdrop of was truly escapism. There were a couple Cheers, role-play. She was essentially a of key motivators I could latch onto, a First, a little background on Diva. Really, sociopath who joined up with a group of background from which to build, and I left she was misunderstood, see? When she mercenaries in the hopes that one day my real life behind on those Friday nights. was young, she was involved in an she might gain access to her uncle.
    [Show full text]
  • Download Download
    CINERGIE il cinema e le altre arti 7 SPECIALE Lo squalo, le strategie di marketing della Universal e la costruzione della “jawsmania” Quest’articolo ricostruisce le strategie di marketing elaborate dalla Universal per il lancio di Jaws, spesso citate tra le principali ragioni del successo del fi lm. In tal senso, esplora anche la genesi dell’ossessione della nostra cultura per lo squalo e il diffondersi della cosiddetta “jawsmania”, ovvero il mito dello squalo- killer e la sua perenne “vitalità artistica” di volta in volta rilanciata da Hollywood. Per capire il legame tra il ritratto dello squalo come feroce assassino e la sua conseguente stigmatizzazione, farò anzitutto riferimento all’idea di epifenomeno sviluppata da Barbara Klinger a proposito della ricezione dei testi della cultura popolare 1. Secondo quest’ipotesi, alcune idee si diffondono grazie alla circolazione di testi particolarmente adatti a fuoriuscire dai loro margini e a rileggersi per frammenti e sequenze narrative spesso inedite rispetto ai signifi cati del testo di partenza. In tal senso, sosterrò che l’idea dello squalo come “spietato assassino” è un testo radicatosi nella cultura popolare soprattutto attraverso gli epifenomeni che lo circondano. Ovvero, non solo grazie al fi lm – che rispetto al romanzo di Benchley pone lo squalo in primo piano – ma all’orchestrazione della campagna di marketing della Universal. L’articolo si basa su una ricerca d’archivio svolta sui materiali conservati presso la Margaret Herrick Library di Beverly Hills, l’Howard Gotlieb Archival Research Center della Boston University Library e la Peter Benchley Collection. Il romanzo Dal momento in cui Zanuck e Brown acquisiscono i diritti del romanzo di Peter Benchley, nel 1973, ogni singolo aspetto legato al libro e al fi lm inizia a essere pubblicizzato.
    [Show full text]
  • 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
    [Show full text]
  • Les Dents De La Mer — Fiche Élève
    LYCÉENS ET APPRENTIS AU CINÉMA 149 LES DENTS DE LA MER fiche élève Un film de Steven Spielberg Steven Spielberg Steven n film de U DENTS DE LA MER LA DE DENTS LES « Il n’y a aucun endroit au monde ● Naissance du blockbuster où l’on est en totale sécurité. Voilà tout le sujet du film. » Les Dents de la mer n’est pas seulement un fleuron • Steven Spielberg du cinéma d’épouvante. Le film devait également bouleverser en profondeur l’industrie du cinéma. On l’évoque aujourd’hui comme le premier des « blockbusters ». Ce terme, qui désignait à l’origine une bombe utilisée pendant la Seconde Guerre mondiale, qualifie depuis lors ces superproductions hollywoodiennes aux budgets faramineux, et destinées à faire un maximum d’entrées dès les premiers jours de leur exploitation en salle. C’est une telle stratégie 149 fiche élève qui préside aujourd’hui, par exemple, aux franchises Transformers, Pirates des Caraïbes, et bien sûr aux multiples productions liées à l’univers Marvel (Avengers, Spider-Man, Les Gardiens de la galaxie). Cela implique d’énormes campagnes de promotion, visant à donner aux films l’image d’un événement immanquable. Les Dents de la mer devait ainsi sortir avec le soutien d’une intense campagne publicitaire (« Allez le voir avant de vous baigner ! », disait alors l’accroche) et d’une série de produits divers vendus au nom du ● Un film légendaire film (serviettes de plage, tee-shirts et même crèmes glacées). Deux ans plus tard, la sortie du premier Un soir d’été, sur l’île d’Amity, une jeune femme disparaît Star Wars (George Lucas), avec sa cohorte de produits en hurlant sous la surface de l’eau, brutalement dérivés, allait faire définitivement basculer Hollywood attaquée par un monstre invisible.
    [Show full text]
  • Jason Graves
    JASON GRAVES AWARDS & NOMINATIONS G. A. N. G. AWARD (2019) MOSS Best Music for an Indie Game HOLLYWOOD MUSIC IN MEDIA THE ORDER: 1886 NOMINATION (2015) Best Original Score for Video Game SXSW GAMING AWARD NOMINATION (2014) TOMB RAIDER Excellence in Musical Score HOLLYWOOD MUSIC IN MEDIA DEAD SPACE 2 NOMINATION (2011) Best Original Score for Video Game BRITISH ACADEMY AWARD (BAFTA) (2008) DEAD SPACE Best Original Music BRITISH ACADEMY AWARD (BAFTA) USE OF DEAD SPACE AUDIO AIAS OUTSTANDING ACHIEVMENT IN AUDIO DEAD SPACE (2008) AIAS OUTSTANDING ACHIEVMENT IN MUSIC DEAD SPACE COMPOSITION FINALIST (2008) GAME DEVELOPERS CHOICE AWARD DEAD SPACE Audio of the Year G.A.NG. AUDIO OF THE YEAR (2008) DEAD SPACE G.A.N.G. SOUND DESIGN OF THE YEAR (2008) DEAD SPACE G.A.N.G. MUSIC OF THE YEAR DEAD SPACE BSO SPIRIT AWARD NOMINEE (2006) DEAD SPACE Best Videogame Score G.A.N.G INSTRUMENTAL OF THE YEAR BLAZING ANGELS 2 FINALIST (2006) G.A.N.G. SOUNDTRACK OF THE YEAR DEAD HEAD FRED FINALIST (2006) G.A.N.G BEST HANDHELD AUDIO FINALIST DEAD HEAD FRED (2006) G.A.N.G. RECOGNITION AWARD (2006) DEAD HEAD FRED G.A.N.G. BEST HANDHELD AUDIO FINALIST TRANSFORMERS (2006) The Gorfaine/ Schwartz Agency, Inc. (818) 260-8500 1 JASON GRAVES G.A.N.G. BEST INSTRUMENTAL OF THE YEAR STAR TREK: LEGACY FINALIST (2005) G.A.N.G. BEST ARRANGMENT OF SCORE JAWS FINALIST (2005) AIAS OUTSTANDING ACHIEVMENT IN MUSIC RISE OF THE KASAI COMPOSITION FINALIST (2004) G.A.N.G. MUSIC OF THE YEAR FINALIST KING ARTHUR (2004) G.A.N.G.
    [Show full text]
  • An Ecocritical Framework for Digital Game History
    Author: Backe, Hans-Joachim Title: Within the Mainstream: An Ecocritical Framework for Digital Game History Within the Mainstream: An Ecocritical Framework for Digital Game History Hans-Joachim Backe IT University of Copenhagen, Denmark [email protected] Abstract Ecocriticism of digital games has so far engaged with a rather small corpus of examples, often prescriptively and with a quite limited methodological toolkit. This essay systematizes and historicizes some of these commonly found limitations of past research and proposes methods for a more historically and generically diverse exploration of ecological thinking vis-à-vis digital games. The majority of discussions of games from an ecocritical perspective has applied concepts and frameworks borrowed from literature and film studies, thus privileging surface semiotics over game mechanics. More methodically aware studies have oriented themselves toward the popular framework of procedural rhetoric (Bogost 2007), resulting both in a selection bias towards serious games and an author-centric, intentionalist slant inherent in the approach. In general, the discussion revolves around a small number of games with apparent ecocritical potential, such as Myst (Cyan 1993) or Farmville (Zynga 2009), resulting in a selective, a-historic and therefore distorted discussion of ecology in the diverse medium of digital games. This essay discusses strategies for dealing with a larger corpus of digital games through a descriptive matrix for identifying and analyzing the ecological dimension of digital games. It proposes an extension of the ecocritical toolkit by including a more user-centered, ethics-based theoretical framework based on Sicart’s Ethics of Computer Games (2009). The gain of engaging with representation and simulation of the natural environment in mainstream computer game history will be demonstrated in an analysis of two paradigmatic games.
    [Show full text]
  • Cultural Borrowings: Appropriation, Reworking, Transformation
    Blank Page A Scope e-Book Cultural Borrowings: Appropriation, Reworking, Transformation Edited by Iain Robert Smith Published by: Scope: An Online Journal of Film and Television Studies, 2009 Copyright: Scope: An Online Journal of Film and Television Studies ISBN 978-0-9564641-0-1 Cover Design: Iain Robert Smith Photo Credits: Benjamin Miller and Bart Everson Table of Contents Notes on Contributors .................................................................................. i Acknowledgements ................................................................................... iv Foreword: Scope‘s Tenth Anniversary ........................................................... v Mark Gallagher and Julian Stringer Introduction .............................................................................................. 1 Iain Robert Smith 1 Part I: Hollywood Cinema and Artistic Imitation Exploitation as Adaptation ........................................................................... 8 I.Q. Hunter The Character-Oriented Franchise: Promotion and Exploitation of pre-sold characters in American film, 1913-1950 ...................................................... 34 Jason Scott Novelty through Repetition: Exploring the Success of Artistic Imitation in the Contemporary Film Industry, 1983-2007 .................................................... 56 Stijn Joye Part II: Found Footage and Remix Culture A Taxonomy of Digital Video Remixing: Contemporary Found Footage Practice on the Internet ...........................................................................................
    [Show full text]