Lara Croft and Jill Valentine Understanding the Representation of Female Protago- Nists in Triple-A Video Games in the #Metoo Era
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Cinema 4 Journal of Philosophy and the Moving Image Revista De Filosofia E Da Imagem Em Movimento
CINEMA 4 JOURNAL OF PHILOSOPHY AND THE MOVING IMAGE REVISTA DE FILOSOFIA E DA IMAGEM EM MOVIMENTO PHILOSOPHY OF RELIGION edited by Sérgio Dias Branco FILOSOFIA DA RELIGIÃO editado por Sérgio Dias Branco EDITORS Patrícia Silveirinha Castello Branco (University of Beira Interior/IFILNOVA) Sérgio Dias Branco (University of Coimbra/IFILNOVA) Susana Viegas (IFILNOVA) EDITORIAL ADVISORY BOARD D. N. Rodowick (University of Chicago) Francesco Casetti (Università Cattolica del Sacro Cuore/Yale University) Georges Didi-Huberman (École des hautes études en sciences sociales) Ismail Norberto Xavier (University of São Paulo) João Mário Grilo (New University of Lisbon) Laura U. Marks (Simon Fraser University) Murray Smith (University of Kent) Noël Carroll (City University of New York) Patricia MacCormack (Anglia Ruskin University) Raymond Bellour (Centre national de la recherche scientifique/Université Sorbonne Nouvelle - Paris 3) Stephen Mulhall (University of Oxford) Thomas E. Wartenberg (Mount Holyoke College) INTERVIEWS EDITOR Susana Nascimento Duarte (IFILNOVA) BOOK REVIEWS EDITOR Maria Irene Aparício (IFILNOVA) CONFERENCE REPORTS EDITOR William Brown (University of Roehampton) ISSN 1647-8991 CATALOGS Directory of Open Access Journals The Philosopher’s Index PUBLICATION IFILNOVA - Nova Philosophy Institute Faculty of Social and Human Sciences New University of Lisbon Edifício I&D, 4.º Piso Av. de Berna 26 1069-061 Lisboa Portugal www.ifl.pt WEBSITE www.cjpmi.ifl.pt CINEMA: JOURNAL OF PHILOSOPHY AND THE MOVING IMAGE 4, “PHILOSOPHY OF RELIGION” Editor: Sérgio Dias Branco Peer reviewers: Ashish Avikuntak, Christine A. James, Inês Gil, João Constâncio, John Caruana, M. Gail Hamner, Mark Hanshaw, Melissa Conroy, Sérgio Dias Branco, Susana Nascimento Duarte, Susana Viegas, William Blizek Cover: The Silence (Tystnaden, 1963), dir. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Resident Evil 3 Ships 2 Million Units Just Five Days After Release
April 13, 2020 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 First Section of Tokyo Stock Exchange) Resident Evil 3 Ships 2 Million Units Five Days After Release - Following Resident Evil 2, Capcom again succeeds in reimagining iconic IP - Capcom Co., Ltd. (Capcom) today announced that shipments of Resident Evil 3 for the PlayStation®4 computer entertainment system, the Xbox One family of devices including Xbox One X, and PC exceeded 2 million units worldwide five days following release. The Resident Evil franchise features survival horror games in which players utilize a variety of weapons and other items to escape terrifying situations. Cumulative sales of the games in the series now total 95 million units* since the first title debuted in 1996. More than 20 years later, continuous support from the passionate fan base across the globe makes it Capcom’s flagship game series. The new Resident Evil 3 is a reimagining of the 1999 release of Resident Evil 3: Nemesis, which went on to sell a cumulative 3.5 million units. The new game incorporates fresh ideas and utilizes the latest technology, leveraging Capcom’s proprietary RE Engine. In addition to putting a fresh twist on the original’s story and setting, the game boasts new play experiences even for fans who played the predecessor. Further, the title gives players the chance to enjoy both single player and multiplayer fun with the inclusion of Resident Evil Resistance, an asymmetrical online multiplayer title that was honored with an award in the Future Division of the Japan Game Awards: 2019. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Saranac Lake Free Library |
SARANAC LAKE FREE LIBRARY Acquisitions List – January, 2019 Adult Fiction Ahnhem, Stefan Eighteen Below Baldacci, David Long Road to Mercy Berenson, Alex Faithful Spy Clark, Mary Higgins You Don’t Own Me Dabos, Christelle A Winter’s Promise Evanovich, Janet Look Alive, Twenty-Five Jones, Stan The Big Empty Leroux, Catherine Madame Victoria Patterson, James Target Alex Cross Perry, Anne A Christmas Revelation Stuckart, Diane Fool’s Moon Womersley, Chris City of Crows Woods, Stuart A Delicate Touch Adult Non-Fiction 080 McPhee, John The Patch 253.2 Sipe, A.W. Richard A Secret World 297.2 Miles, Jack God in the Qur’an 303.48 Bridle, James New Dark Age, Technology and the End of the Future 320.973 Comey, James A Higher Loyalty 344.73 Driver, Justin The Schoolhouse Gate 359.9 Ballantyne, Iain The Deadly Deep 360.4 Kugel, Seth Rediscovering Travel: A Guide for the Globally Curious 363.25 Rinek, Jeffrey L. In the Name of the Children 364.152 Vronsky, Peter Sons of Cain 365 Marcus, Chelsia Rose Wild Escape 599.7730 Blakeslee, Nate American Wolf 741.5 Emma The Mental Load 921 Skaife, Christopher The Ravenmaster: My Life with the Ravens at the Tower of London * 973.933 Shields, David Nobody Hates Trump More than Trump * Reference REF Large Print - Fiction LP Clark, Mary Higgins You Don’t Own Me LP Contreras, Ingrid Rojas Fruit of the Drunken Tree LP Fowler, Therese Anne A Well-Behaved Woman LP Jefferies, Dinah Sapphire Widow LP Johansen, Iris Vendetta LP Mayor, Archer Bury the Lead LP Rosnay, Tatiana de The Rain Watcher LP Shapiro, B.A. -
“A Jill Sandwich”. Gender Representation in Zombie Videogames
“A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident Evil (Capcom 1996 - present) to The Walking Dead (Telltale Games 2012-4), women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The Walking Dead and The Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development. -
“Resident Evil 6” Will Launch on November 22, 2012 in Japan
January 20, 2012 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) “Resident Evil 6” Will Launch on November 22, 2012 in Japan - The first addition in three and a half years to the world’s leading name in the survival horror video game category - Capcom Co., Ltd. (Capcom) is pleased to announce that sales of the Japanese version of “Resident Evil 6” for the “PlayStation®3”, Xbox 360® and PC*1 will begin on November 22, 2012. “Resident Evil” is a series of survival horror games in which players attempt to escape from zombies by using a variety of weapons and other items. Cumulative sales of this series total 47 million units*2 since the first title debuted in 1996, making it Capcom’s flagship game series. “Resident Evil 5”, the most recent title in the series, went on sale in March 2009 and ranks first among “Resident Evil” titles with global shipments of 5.8 million units*3. These figures demonstrate that even today, 15 years after the debut of the first “Resident Evil” game, this series remains very popular worldwide. Capcom aims to position “Resident Evil 6” as the company’s leading title in order to continue building on past success in the global video game market. To accomplish this goal, the creation of this game is proceeding in the world’s most advanced game development environment. The objective is to create the world’s best content yet in the horror entertainment sector. -
Hush, Motorsagmassakren, Alien Og Scream Skal Jeg Undersøke Om Rollefiguren Har Endret Seg I Løpet Av Fire Tiår
Antall ord i oppgaven: 38726 i Forord. Dette har vært en lærerik prosess og jeg er veldig takknemlig for at jeg fikk fordype meg i noe jeg syns jeg så spennende. Ettersom jeg har hatt et brennende engasjement for horror og feminisme så lenge jeg kan huske var det derfor heller ikke så vanskelig å bestemme seg for hva masteroppgaven skulle handle om. Det har vært tungt til tider, men jeg er veldig glad for å ha fått denne erfaringen. Jeg vil gjerne takke Stig Kulset, min veileder høsten 2016 og våren 2017 for alle diskusjoner og all faglig støtte. Takk til min bedre halvdel Tommy for at du har sett utallige timer med gode og dårlige horrorfilmer sammen med meg. Takk til Ida og Julie for all latter og all støtte de siste fem årene, dere er best. Jeg vil også takke Liselotte, Vilde, og øvrige venner og familie for all støtte. Det hadde ikke gått uten dere. Madelen Krogh, Trondheim 20/5-2017 ii iii Sammendrag. Denne masteroppgaven tar for seg rollefiguren og begrepet «The Final Girl» sin utvikling gjennom fire tiår i et feministisk perspektiv. Hensikten med denne oppgaven er å undersøke om begrepet og rollefiguren har endret seg, og om dette har en sammenheng med de ulike feministiske bølgene som har gått gjennom samfunnet vi lever i. Gjennom å analysere filmene Hush, Motorsagmassakren, Alien og Scream skal jeg undersøke om rollefiguren har endret seg i løpet av fire tiår. Denne oppgaven er først og fremst basert på analyser av de ulike filmene som er nevnt, med fokus på om filmene skiller seg ut i slasherkonvensjonene eller ikke, samt et fokus på filmens «Final Girl» og hvordan hun fungerer i henhold til slasherkonvensjonene. -
Cutscenes, Agency and Innovation Ben Browning a Thesis In
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning A Thesis in The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2016 © Ben Browning CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Ben Browning Entitled: Should I Skip This?: Cutscenes, Agency and Innovation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: Chair Darren Wershler External Examiner Peter Rist Examiner Marc Steinberg Supervisor Approved by Haidee Wasson Graduate Program Director Catherine Wild Dean of the Faculty of Fine Arts Date ___________________________________ iii ABSTRACT Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning The cutscene is a frequently overlooked and understudied device in video game scholarship, despite its prominence in a vast number of games. Most gaming literature and criticism concludes that cutscenes are predetermined narrative devices and nothing more. Interrogating this general critical dismissal of the cutscene, this thesis argues that it is a significant device that can be used to re-examine a number of important topics and debates in video game studies. Through an analysis of cutscenes deriving from the Metal Gear Solid (Konami, 1998) and Resident Evil (Capcom, 1996) franchises, I demonstrate the cutscene’s importance within (1) studies of video game agency and (2) video game promotion. -
Resident Evil 6 Ps3 Скачать Бесплатно Торрент
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RESIDENT EVIL 3/BIOHAZARD 3 Damage Sheet
RESIDENT EVIL 3/BIOHAZARD 3 Damage sheet IMPORTANT NOTE: All playable characters have 200 HP and survive with 0 HP left. Only negative HP means death. On any mode, on any difficulty. Enemy Damage type/animation Original mode Arrange mode Additional notes and descriptions Per 1 bite. Character auto-escapes after 2 bites in one grab without player input. Also Bite 20 30 seems to auto-escape after just one bite at HP status thresholds. Front or back grabs deal the same damage. Zombie Leg bite 5 5 Per 1 bite. Character auto-escapes after 3 bites. CANNOT KILL THE CHARACTER. Always initiated when Zombie is on a different height/Z-level than the character. Barf 10 (5) 20 (5) Damage seems to depend on how much of it hits character or distance. When character HP is 0 can do a special killing animation of dropping the character to Zombie Dog Jumping bite 12 22 the ground while biting at their throat. Crow Peck 5 5 Per successful hit. Can combo to about 5-6 hits in one go. Starts with few 1 damage hits, if not dropped, does series of 1 and 5 hits up to 15-17 Sliding Worm Cling and suck 1 and 5 1 and 5 (depends on how many worms are on the character - 15 for 1, 16 for 2, 17 for 3). Grab animation from either back leg run or jump. No damage difference in front or Grab 30 40 behind grabs. Drain Deimos Slash 10 20 A simple slash with either left or right front leg-part. -
Call of Cthulhu D20 by Wizards of the Monsters Such As the T-Virus Infected Zombies, the Coast and Chaosium
Introduction In the beginning of the twenty-first century the breakthrough in genetic research and manipulation had set the battlefield for a corporate war in the medical industry. But one corporation stands out more than the others, The Umbrella Corporation. Resident Evil: The Umbrella Files is an unofficial Complete stats and background on the many RE supplement for Call of Cthulhu d20 by Wizards of the monsters such as the T-virus infected Zombies, the Coast and Chaosium. It allows players to run Cerberus, Hunters, Lickers, the massive Tyrant, the campaigns or single scenarios in the Resident Evil Nemesis and even the mutating G-Type. universe. New professions such as Umbrella Special Forces Units, Scientists and more. This 26-page supplement will feature: And much more… Background information on the Umbrella Corporation, the T-Virus and more. This supplement was created without license, and was New rules for combat. created for fans of the Resident Evil series and should New feats. therefore remain free. This supplement may freely be New skills. copied and distributed as long as we get the credit for New high-tech items and equipment. all the hard work we put into this supplement. Story ideas to get you started. Resident Evil™ and Umbrella Corp™ are © Copyright Capcom. Call of Cthulhu™ is © Copyright Chaosium. All images contained in this supplement are © Copyright respectively. Resident Evil: The Umbrella Files is © Copyright J. Davidsen & M. Hansen 2002. 2 The Background The incident In 1998, an accident happened at the mansion and the In the beginning of the twenty-first century the T-virus was released.