Applying Cultural and Critical Theory to Video Game Aesthetics in Lollipop Chainsaw
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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 -
Xbox 360 Total Size (GB) 0 # of Items 0
Done In this Category Xbox 360 Total Size (GB) 0 # of items 0 "X" Title Date Added 0 Day Attack on Earth July--2012 0-D Beat Drop July--2012 1942 Joint Strike July--2012 3 on 3 NHL Arcade July--2012 3D Ultra Mini Golf July--2012 3D Ultra Mini Golf Adventures 2 July--2012 50 Cent: Blood on the Sand July--2012 A World of Keflings July--2012 Ace Combat 6: Fires of Liberation July--2012 Ace Combat: Assault Horizon July--2012 Aces of Galaxy Aug--2012 Adidas miCoach (2 Discs) Aug--2012 Adrenaline Misfits Aug--2012 Aegis Wings Aug--2012 Afro Samurai July--2012 After Burner: Climax Aug--2012 Age of Booty Aug--2012 Air Conflicts: Pacific Carriers Oct--2012 Air Conflicts: Secret Wars Dec--2012 Akai Katana July--2012 Alan Wake July--2012 Alan Wake's American Nightmare Aug--2012 Alice Madness Returns July--2012 Alien Breed 1: Evolution Aug--2012 Alien Breed 2: Assault Aug--2012 Alien Breed 3: Descent Aug--2012 Alien Hominid Sept--2012 Alien vs. Predator Aug--2012 Aliens: Colonial Marines Feb--2013 All Zombies Must Die Sept--2012 Alone in the Dark Aug--2012 Alpha Protocol July--2012 Altered Beast Sept--2012 Alvin and the Chipmunks: Chipwrecked July--2012 America's Army: True Soldiers Aug--2012 Amped 3 Oct--2012 Amy Sept--2012 Anarchy Reigns July--2012 Ancients of Ooga Sept--2012 Angry Birds Trilogy Sept--2012 Anomaly Warzone Earth Oct--2012 Apache: Air Assault July--2012 Apples to Apples Oct--2012 Aqua Oct--2012 Arcana Heart 3 July--2012 Arcania Gothica July--2012 Are You Smarter that a 5th Grader July--2012 Arkadian Warriors Oct--2012 Arkanoid Live -
Lollipop Chainsaw Goichiego Sudy I Problem Autorstwa W Medium Gier Wideo
2015 / Homo Ludens 2(8) Lollipop Chainsaw Goichiego Sudy i problem autorstwa w medium gier wideo DOMINIKA STASZENKO Uniwersytet Łódzki Abstract Goichi Suda's Lollipop Chainsaw and the problem of authorship in video games This paper examines the phenomenon of the game designed by Goichi Suda, also known as Suda 51. It focuses on the analysis of Lollipop Chainsaw, detailing the characteristics of his work, such as a sense of humor, unique aesthetics and controversial solutions. This Japanese designer is sometimes considered as an artist who manifests his original ideas even in high-budget games. This paper also describes the problem of authorship in the video games medium using Suda’s creation as an example. KEYWORDS: Goichi Suda, aesthetics, remediation, authorship 1. Wprowadzenie Kategoria autora w przypadku medium gier wideo nastręcza wiele trud- ności nie tylko w kwestii interpretacji, kim tak właściwie jest autor gry, ale Homo Ludens 2(8) / 2015 © Polskie Towarzystwo Badania Gier 2015 154 Dominika Staszenko także w kontekście pytania, czy w ogóle używanie takiego pojęcia jest zasad- ne w stosunku do interaktywnego dzieła powstałego przy współpracy wielu osób. W teorii filmu przyjmuje się, że reżyser odpowiada zarówno za aspekty techniczne związane z produkcją utworu, jak i estetyczne, co pozwala określić reżysera mianem autora sprawującego pieczę nad wszystkimi etapami powsta- wania dzieła, a także elementami decydującymi o wartości artystycznej obrazu (Carr, 2013, s. 11). Ze względu na fakt, że zarówno filmy, jak i gry powstają dzię- ki zaangażowaniu wieloosobowych zespołów, próba przełożenia takiej defi- nicji autorstwa na grunt badań nad nowym medium wydaje się uzasadniona. Jednakże problemem uniemożliwiającym zastosowanie analogii jest przede wszystkim trudność w rozstrzygnięciu, kto odpowiada za całokształt projektu. -
MARVELOUS Company Profile-2019-ENG.Indd
President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms. In order to provide the rapidly evolving online game market quickly and consistently with ONLINE GAME buzz-worthy content, we are engaged in proactive development efforts through alliances with other IPs in addition to our own. By promoting multi-use of original IP produced by Marvelous Delivering buzz-worthy content and and multi-device compatibility of products for PC, mobile, expanding the number of users smartphone, tablet and other devices, we work to diversify worldwide revenue streams. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Take a Road Trip Through Hell in EA and Grasshopper Manufacture's Psycho-Punk Action Thriller Shadows of the Damned
Take a Road Trip Through Hell in EA and Grasshopper Manufacture's Psycho-Punk Action Thriller Shadows of the Damned REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) and legendary Japanese developer Grasshopper Manufacture today announced that Shadows of the Damned™ is now available at retail stores across North America. Created by renowned developers Suda51 (director of No More Heroes), Shinji Mikami (director of Resident Evil) and music composer Akira Yamaoka (sound director of Silent Hill), Shadows of the Damned combines visceral, grindhouse-style action with a psychologically twisted setting to provide a truly one-of-a-kind vision of hell, and is already receiving worldwide critical acclaim, with Game Informer giving it 9.25 out and 10, stating "Shadows of the Damned is a road trip to Hell well worth taking." GamesMaster UK also says that the game is "a kitsch, punk rock and roll assault on the senses," scoring it 90% out of 100%. Heavily influenced by grindhouse-style projects, Shadows of the Damned takes gamers on a demented journey through a tortured underworld where death and destruction are around every corner. Playing as professional demon hunter Garcia Hotspur, gamers must harness the power of the light to save Paula — the love of his life — from the Lord of Demons. Manipulating this balance of light versus dark gameplay in different settings and scenarios, gamers can discover new ways to defeat vicious enemies and solve mind-boggling puzzles. Along this hellish adventure, players will be aided by Johnson, a former demon with the ability to transform into an arsenal of upgradeable, supernatural weapons, giving Garcia the power to rip apart the forces of the damned and ultimately protect what he loves most. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Killer Is Dead Review – Let Me Play Already Grasshopper Manufacture and Suda 51 Tell a Long Story About Nothing
NEWS FEATURES PLATFORMS VIDEOS UPCOMING GAMES GUIDES AUGUST 30, 2013 Search Killer Is Dead Review – Let Me Play Already Grasshopper Manufacture and Suda 51 tell a long story about nothing. Andrea Castellano / Features / Reviews / At the very least, Grasshopper Manufacture creates game worlds where the phrase, “I stayed on the moon last week,” casually leads to all people listening to nods their heads in understanding. Killer Is Dead fails to portray the token weirdness of previous Grasshopper games, and when that realization dawns, the shifted focus on gameplay and story quickly exposes the game’s တԀaws. Despite its short length, Killer Is Dead still manages to eတāectively waste your time with seemingly endless, pointless cutscenes and too infrequent moments of play. Mondo Zappa works for a government funded assassination agency where he carries out contracts killing local trouble makers. With his Genkkou Katana and robotic left arm called the Musselback, Mondo easily dispatches enemies with plenty of time left for the ladies. Like most Grasshopper games, Killer Is Dead injects themes of sexuality all throughout the game. While the amount of cleavage shots and sex jokes doesn’t even compare to the total found in games like No More Heroes or Lollipop Chainsaw, this time Grasshopper and Suda 51 opted for the creepier, more sexist Gigolo missions to get their perversion across. The Gigolo missions place Mondo on a date with a female friend. With the goal of heading to the bedroom established early, when she looks away, you must stare at your date’s naughty parts to raise your Guts meter. -
Opinión | Reportajes | Noticias | Avances the Evil Within Promete Traer De Regreso El Terror Que Dejó En El Camino Resident Evil
OPINIÓN EN MODO HARDCORE TodoOCTUBRE 2014 JuegosNÚMERO 7 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES THE EVIL WITHIN PROMETE TRAER DE REGRESO EL TERROR QUE DEJÓ EN EL CAMINO RESIDENT EVIL EL DIABLO EN EL CUERPO BAYONETTA INSOMNIAC WWE 2K15 EL REGRESO DE EL ESTUDIO DE 2K SPORTS PONE LA BRUJA SEXY SPYRO Y RATCHET LA LUCHA LIBRE EN NINTENDO PASA A XBOX ONE A OTRO NIVEL UNA REALIZACIÓN DE PLAYADICTOS TodoJuegos TodoJuegos ¿Necesitamos Home? Equipo Editorial ace unos días, Sony anunció que en DIRECTOR marzo próximo cerrará para siempre Rodrigo Salas PlayStation Home. Seamos sinceros... JEFE DE PRODUCCIÓN H Cristian Garretón ¿cuántos realmente lo ocuparon y cuántos entramos sólo en algunos eventos especia- EDITOR GENERAL les o cuando había regalos de por medio? Jorge Maltrain Macho Sin embargo, dos hechos me hacen pensar EQUIPO DE REPORTEROS que lo de Sony fue una gran idea, pobre- Felipe Jorquera mente ejecutada, que podría haberse con- #LDEA20 vertido en un bombazo en PlayStation 4, de Andrea Sánchez haber tenido la voluntad para enfrentarlo. #EIDRELLE Primero, las palabras de un desarrollador de Jorge Rodríguez juegos e ítemes para PS Home, quien asegu- #KEKOELFREAK raba haber ganado millones vendiendo ro- Roberto Pacheco pas virtuales o créditos para sus juegos. #NEGGUSCL Luego, el fenómeno de La Torre en Destiny. Raúl Maltrain Una vez, sin ir más lejos, me senté en un rin- #RAULAZO cón mientras recorría mi menú de armas y, al David Ignacio P. regresar al juego, me encontré rodeado por #AQUOSHARP una decena de jugadores sentados, sin ha- -
Video Games Are Where the Detective Story Has Always Belonged: the Progression of Detective Stories Into Video Games
Georgia College Knowledge Box English MA Theses Department of English Spring 5-12-2021 Video Games are Where the Detective Story Has Always Belonged: The Progression of Detective Stories into Video Games Robert Palmour [email protected] Follow this and additional works at: https://kb.gcsu.edu/english Part of the Comparative Literature Commons, and the English Language and Literature Commons Recommended Citation Palmour, Robert, "Video Games are Where the Detective Story Has Always Belonged: The Progression of Detective Stories into Video Games" (2021). English MA Theses. 8. https://kb.gcsu.edu/english/8 This Thesis is brought to you for free and open access by the Department of English at Knowledge Box. It has been accepted for inclusion in English MA Theses by an authorized administrator of Knowledge Box. Video Games are Where the Detective Story Has Always Belonged: The Progression of Detective Stories into Video Games Jackson Palmour Table of Contents: Tutorial Level. An Introduction, History Lesson, and Hopefully a Thesis Statement: pg. 1 Level 1. In The Beginning…: pg. 10 Level 2. The Game is a Foot: pg. 20 Level 3 And time for More Tutorials: pg. 23 Level 4. Let’s All Pretend to be Sherlock Holmes: pg. 31 Level 5. Detective Game on the Nile: pg. 40 Level 6. Try Not To Pull A Punch or The Thrill Will Be Gone: pg. 55 Level 7. Build A Detective: pg. 66 Level 8. The Killer Revealed: pg. 70 1 Tutorial Level. An Introduction, History Lesson, and Hopefully a Thesis Statement: Genre as it is commonly viewed is a difficult concept to deal with in fiction. -
Hon Som Huvudroll En Komparativ Studie Av Lara Croft, Bayonetta, Emily Kaldwin Och Billie Lurk
Hon som huvudroll En komparativ studie av Lara Croft, Bayonetta, Emily Kaldwin och Billie Lurk Jasmine Kangasniemi Masteruppsats, 45 hp Konstvetenskapliga institutionen Uppsala Universitet Vårterminen 2019 Handledare: Britt-Inger Johansson Examinator: Johan Eriksson Abstract Uppsala Universitet, Konstvetenskapliga institutionen Engelska parken, Humanistiskt centrum, Thunbergsvägen 3H Box 630 75126 Uppsala Telefon: 018 - 471 28 87 Supervisor: Britt-Inger Johansson Examiner: Johan Eriksson Writer: Jasmine Kangasniemi, [email protected] Hon som huvudroll: en komparativ studie av Lara Croft, Bayonetta, Emily Kaldwin och Billie Lurk She’s the leading character: A comparative study of Lara Croft, Bayonetta, Emily Kaldwin and Billie Lurk The aim of this essay is to examine how Lara Croft, Bayonetta, Emily Kaldwin and Billie Lurk have been portrayed in their respective games. The questions at issue have examined how these four characters have been portrayed by their appearance on the cover of their games and how they’ve been depicted in gameplay. A comparative study has been used to compare how the design on the characters have been differentiated not only from each other but also from the male characters in each game. The essay has also examined what the sex and gender identity have been of the character’s creators and if they’ve motivated their character designs. An analysis has been made to establish if there has been a male gaze present in the design process and the game and if this has led to the character’s being sexualized. Judith Butler’s performativity theory has been used for this essay along with Laura Mulvey’s theory of the male gaze as well as an intersectional approach according to Kimberlé Crenshaw.