Monomyth and Hero's Image Transformation in Videogames
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Ssbu Character Checklist with Piranha Plant
Ssbu Character Checklist With Piranha Plant Loathsome Roderick trade-in trippingly while Remington always gutting his rhodonite scintillates disdainfully, he fishes so embarrassingly. Damfool and abroach Timothy mercerizes lightly and give-and-take his Lepanto maturely and syntactically. Tyson uppercut critically. S- The Best Joker's Black Costume School costume and Piranha Plant's Red. List of Super Smash Bros Ultimate glitches Super Mario Wiki. You receive a critical hit like classic mode using it can unfurl into other than optimal cqc, ssbu character checklist with piranha plant is releasing of series appear when his signature tornado spins, piranha plant on! You have put together for their staff member tells you. Only goes eight starter characters from four original Super Smash Bros will be unlocked. Have sent you should we use squirtle can throw. All whilst keeping enemies and turns pikmin pals are already unlocked characters in ssbu character checklist with piranha plant remains one already executing flashy combos and tv topics that might opt to. You win a desire against this No DLC Piranha Plant Fighters Pass 1 0. How making play Piranha Plant in SSBU Guide DashFight. The crest in one i am not unlike how do, it can switch between planes in ssbu character checklist with piranha plant dlc fighter who knows who is great. Smash Ultimate vocabulary List 2021 And whom Best Fighters 1010. Right now SSBU is the leader game compatible way this declare Other games. This extract is about Piranha Plant's appearance in Super Smash Bros Ultimate For warmth character in other contexts see Piranha Plant. -
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. -
Super Smash Bros. Melee) X25 - Battlefield Ver
BATTLEFIELD X04 - Battlefield T02 - Menu (Super Smash Bros. Melee) X25 - Battlefield Ver. 2 W21 - Battlefield (Melee) W23 - Multi-Man Melee 1 (Melee) FINAL DESTINATION X05 - Final Destination T01 - Credits (Super Smash Bros.) T03 - Multi Man Melee 2 (Melee) W25 - Final Destination (Melee) W31 - Giga Bowser (Melee) DELFINO'S SECRET A13 - Delfino's Secret A07 - Title / Ending (Super Mario World) A08 - Main Theme (New Super Mario Bros.) A14 - Ricco Harbor A15 - Main Theme (Super Mario 64) Luigi's Mansion A09 - Luigi's Mansion Theme A06 - Castle / Boss Fortress (Super Mario World / SMB3) A05 - Airship Theme (Super Mario Bros. 3) Q10 - Tetris: Type A Q11 - Tetris: Type B Metal Cavern 1-1 A01 - Metal Mario (Super Smash Bros.) A16 - Ground Theme 2 (Super Mario Bros.) A10 - Metal Cavern by MG3 1-2 A02 - Underground Theme (Super Mario Bros.) A03 - Underwater Theme (Super Mario Bros.) A04 - Underground Theme (Super Mario Land) Bowser's Castle A20 - Bowser's Castle Ver. M A21 - Luigi Circuit A22 - Waluigi Pinball A23 - Rainbow Road R05 - Mario Tennis/Mario Golf R14 - Excite Truck Q09 - Title (3D Hot Rally) RUMBLE FALLS B01 - Jungle Level Ver.2 B08 - Jungle Level B05 - King K. Rool / Ship Deck 2 B06 - Bramble Blast B07 - Battle for Storm Hill B10 - DK Jungle 1 Theme (Barrel Blast) B02 - The Map Page / Bonus Level Hyrule Castle (N64) C02 - Main Theme (The Legend of Zelda) C09 - Ocarina of Time Medley C01 - Title (The Legend of Zelda) C04 - The Dark World C05 - Hidden Mountain & Forest C08 - Hyrule Field Theme C17 - Main Theme (Twilight Princess) C18 - Hyrule Castle (Super Smash Bros.) C19 - Midna's Lament PIRATE SHIP C15 - Dragon Roost Island C16 - The Great Sea C07 - Tal Tal Heights C10 - Song of Storms C13 - Gerudo Valley C11 - Molgera Battle C12 - Village of the Blue Maiden C14 - Termina Field NORFAIR D01 - Main Theme (Metroid) D03 - Ending (Metroid) D02 - Norfair D05 - Theme of Samus Aran, Space Warrior R12 - Battle Scene / Final Boss (Golden Sun) R07 - Marionation Gear FRIGATE ORPHEON D04 - Vs. -
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ii Copyright 2016 By Susan Forsyth iii Funding Acknowledgement This dissertation was supported by: • The University of California, San Francisco Graduate Dean’s Health Science Fellowship • The Eugene Cota Robles Doctoral Fellowship • Dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT-0003. iv Acknowledgments I would first like to thank the participants who gave freely of their time and stories. Without them this dissertation would never have been written. I knew almost nothing about video games before I started this and their patient explanations of things most obvious was greatly appreciated. I would also like to thank my advisor, Dr. Ruth Malone. In 2008, when I sat in my first graduate class, I was not sure if I even belonged. Dr. Malone encouraged me and helped me believe in myself as a person and as a scholar. She opened doors for me that I did not know even existed. Ruth has mentored me for the last eight years, and for this I am honored and grateful. I would also like to thank my dissertation committee, Dr. Ruth Malone (chair), Dr. Kit Chesla and Dr. Roberta Rehm. Their gentle and careful guidance has seen me safely through one of the most challenging journeys of my life. I would like to thank my qualifying exam committee, Dr. Christine Kennedy (chair), Dr. Ruth Malone, Dr. Roberta Rehm and Dr. Susan Kools. Through your expertise and direction this project was shaped into what it is today. I would also like to thank Dr. Lisa Bero and Dr. Donna Odierna. I joined their reasearch group for ten weeks and stayed five years. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
Building a Video Game World: a Developer's Journey
BUILDING A VIDEO GAME WORLD: A DEVELOPER’S JOURNEY A step-by-step view on how game developers create their own domains. Intel® Xeon® To learn more, visit platinum processor www.lenovo.com/workstations With childhood dreams of being an artist, sculptor, novelist, or astronaut, legendary video game designer Hideo Kojima of Kojima Productions found a way to reach the stars without ever leaving earth. “Video game development is just like space exploration,” says Kojima, creator of the Metal Gear series and, more recently, Death Stranding. “I’m good at creating stories, dramas, building worlds,” says Kojima, although “those elements were lacking” when he first entered the video game industry. Fortunately, thanks to advanced computing technology, nearly anyone can now conceive of and build their own virtual gaming worlds on their own computer. Envisioning New Games “I truly believe that anyone can develop a Like a movie director, a game designer “can game,” says Jared Evans, an instructor of game see something like the finished product in their development at Neumont College of Computer head,” says Evans. Science, whose area of expertise is game design and development. To achieve the fulfillment of that vision, they then have to think through and plan everything “It all starts with a vision,” Evans says, “which is from the set, the environment, the costumes, different from an idea.” He explains that “an idea and the plot—all based on the conflict they are is a step just beyond the spark of inspiration, working to resolve. or the genre or type of game they want to At this stage, developing a prototype using pen develop, where a vision is broader and more and paper can be a good way to start. -
Concert Program
The Gamer Symphony Orchestra at The University of Maryland umd.gamersymphony.org Fall 2011 Concert Saturday, December 3, 2011, 2:00 pm Dekelboum Concert Hall Clarice Smith Performing Arts Center Kira Levitzky, Conductress About the Gamer Symphony Orchestra and Chorus In the fall of 2005, student violist Michelle Eng sought to create an orchestral group that played video game music. With a half-dozen others from the University of Maryland Repertoire Orchestra, she founded GSO to achieve that dream. By the time of the ensemble’s first public performance in spring 2006, its size had quadrupled. Today GSO provides a musical and social outlet to 120 members. It is the world’s first college-level ensemble to draw its repertoire exclusively from the soundtracks of video games. The ensemble is entirely student run, which includes conducting and musical arranging. In February GSO had a special role at the Video Games Live performances at the Strathmore in Bethesda, Md. The National Philharmonic performed GSO’s arrangement of “Korobeiniki” from Tetris to two sold-out houses. Aside from its concerts, GSO also holds the “Deathmatch for Char- ity” every spring. All proceeds from this video game tournament benefit Children’s National Medical Center in Washington, D.C. GSO has also fostered the creation of two similar high school-level ensembles in Rockville, Md., and Damascus, Md. The Magruder High School GSO was founded late in 2008 and the Damascus High School GSO began rehearsals this February. Find GSO online at umd.gamersymphony.org GSOfficers GSO Founder: Michelle Eng Faculty Advisor: Dr. Derek President: Alexander Ryan Richardson, Dept. -
Concert Program
THE UNIVERSITY OF MARYLAND’S GAMER SYMPHONY ORCHESTRA HTTP://UMD.GAMERSYMPHONY.ORG/ SPRING CONCERT 2009 Dekelboum Concert Hall Clarice Smith Performing Arts Center Saturday, May 9th, 3PM CONCERT PROGRAM “Hikari” Hikaru Utada, Yoko Shomomura Kingdom Hearts Arranger: Alex Song “Hikari” is the main theme song of the Japanese release of Square’s Kingdom Hearts, an action role-playing game featur- ing characters from Disney films and from Square’s Final Fantasy games. The piece delicately opens with two phrases from the high and low voices, which are then joined by the entire orchestra for the main theme. After a brief interlude consisting of solos from the French horn, oboe, clarinet, and bassoon, the music takes on a march-like feel and later climaxes with a final, resonant chord. “SSBM: Final Destination” Tadashi Ikegami Super Smash Brothers Melee Arranger: Christopher Lee The end stage of Super Smash Bros. Melee is just one big platform where the player fights Master Hand and Crazy Hand, the game’s “gods,” depicted as disembodied white gloves. This arrangement features Melee’s “Final Destination” theme, as well as the game’s menu music. A version of the Final Destination theme originally appeared as the credit music in “Super Smash Bros.” for the Nintendo 64. Both themes are remixed many times in Brawl, the sequel to Melee. Metal Gear Solid Medley Harry-Gregson Williams, et al. Metal Gear Solid, MGS 2: Sons of Liberty, MGS 3: Snake Eater Arranger: Gerald Tagunicar The main protagonist, Solid Snake, is a Special Forces stealth operative who repeatedly faces super-weapons of mass destruction, known as Metal Gear. -
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). -
The Gamemason Press Release
GEORGE MASON UNIVERSITY’S STUDENT INVOLVEMENT AND COLLEGE OF VISUAL AND PERFORMING ARTS ANNOUNCE GAMEmason FRIDAY, APRIL 5, 2019 GEORGE MASON UNIVERSITY CENTER FOR THE ARTS AN ALL-DAY GAMING CONVENTION FEATURING OVERWATCH AND SUPER SMASH BROS. TOURNEMENTS BY GMU ESPORTS INDUSTRY PANELS, Q&A’s, AND APPEARANCES INCLUDING VOICE ACTOR DAVID HAYTER AND GAME DESIGNER JOHN ROMERO (FAIRFAX, VA) George Mason University’s Student Involvement and the College of Visual and Performing Arts announce GAMEmason (Gaming, Appearances, Meet and Greets and Experiences), an engaging all-day gaming convention April 5 from 11:15 a.m. to 9:30 p.m. in the Center for the Arts Concert Hall and throughout the Music Theater building. The convention is a collaboration with the Computer Game Design Department, Game Analysis Design Interest Group (GADIG), GMU Esports, GMU Anime and Gaming Society, and GMU Voice Acting Club. No matter the interest or genre, there will be something to enjoy for gamers and gaming enthusiasts. GAMEmason features educational panels, appearances, and meet-in-greets with major power players in the gaming community, including David Hayter, Canadian-American voice actor for Solid Snake in the hugely popular “Metal Gear Solid” video game franchise and John Romero, award-winning game development icon whose work spans more than 130 games. Participants can discover the ins-and-outs of game design and new technologies such as augment and virtual reality with expert Mason professors, relive childhood fun with arcade games, and peruse gaming industry merchandise in the Concert Hall lobby. The event also includes bring- your-own communal gameplay opportunities and food trucks throughout the day. -
Metal Gear Solid V: the Phantom Pain
Issue 08 – 2019 Critical Notes LUCA PAPALE Independent Researcher [email protected] “I am Big Boss, & RUSSELLINE FRANÇOIS Independent Researcher and you are, too…” [email protected] Player identity and agency in Metal Gear Solid V: The Phantom Pain A screenshot from Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015). ABSTRACT1 From its very !rst entry, the Metal Gear video game series has shown a knack for breaking the fourth wall, sometimes with the intent to shock and surprise the player with gimmicks, at other times to create plot twists aimed to chal- lenge the players’ role in the unfolding of the story. This paper aims to examine how, through the narrative and the gameplay of the !nal chapter of the ca- nonical Metal Gear series, Hideo Kojima delivers his closing statement on the saga by elevating the empirical player as its ultimate protagonist, while at the 1. Parts of this paper are an updated same time rea"rming his role as demiurge toying around with the concepts of and translated reworking of agency, identity and self. excerpts from a previous publication co-authored by the !rst author (Papale & Fazio, 2018). KEYWORDS: metal gear, avatar, identity, agency, meta-narrative Luca Papale & Russelline François https://www.gamejournal.it/?p=3920 19 Issue 08 – 2019 “I am Big Boss,and you are, too…” FROM VILLAIN TO HERO In October 2015, Hideo Kojima and Konami severed an employment relation- ship that dated back to 1986 (Sarkar, 2015). This event marked the end of the Metal Gear saga intended as “A Hideo Kojima Game”, the tagline typically attached to the titles directed by him, although Konami holds the intellectual property and the series continued without its original author. -
Metal Gear Solid 4: Guns of the Patriots ======
Metal Gear Solid 4: Guns of the Patriots ==================== Game Title: Metal Gear Solid 4: Guns of the Patriots Platform: Playstation 3 Genre: Stealth-Action Release Date: June 12, 2008 Developer: Kojima Productions Publisher: Konami Director: Hideo Kojima By: Ben Johnson Overview The main character of the Metal Gear series, Solid Snake, now an old man, is called out of retirement by his former compatriots to stop his twin, Liquid Snake, from taking control of the worlds military. Despite his deteriorating condition, Solid Snake returns to action because everyone knows he is the only person who can get close to his twin. Snake proceeds to follow Liquid half way around the world, along the way meeting allies and uncovering the master plan of Liquid and learning of the origin of himself and his brother, their parents, and the Patriots, who seemingly control everything from world economy to the emotions of soldiers and control of every bullet fired. It is this power that Liquid is after. Snake, along with his allies Otacon, Meryl Silverburgh, and Raiden, stop at nothing to capture Liquid and save the world, including the ultimate act of self-sacrifice: death. A major theme in this game is self-sacrifice, which is displayed in the journey of the characters and the characters themselves. For example, when the game starts Snake looks to be in his 60s and is rapidly dying due to a disease, and yet he strikes out on one last mission in which he and his allies know full well there is no return. As well, at several points Snake must literally walk through fire, a symbol of what this mission really is: atonement for his brother’s actions and his own refusal to sacrifice for others throughout his entire life.