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Showing posts from November, 2020

Assassin's Creed- Black Flag- Key Sequence

Use and control of avator: -          Thorough out the game the avator’s perspective shifts between first and third person. Most of the time you can see the avator while controlling him and doing missions. The camera movement is 360 degrees which allows the player to interact more with the narrative and games’ visual.  The game includes sections where the player can hear spoken speech, this can encourage them to finish their missions and makes the game feel more realistic.   The game display includes hints and more information about the avator and the mission that he had to do. It includes time limit, avator’s energy level and little map/compass on the corner which helps with the navigation. The avator can change the weapons from the control menu. The player can shift game playing from the avator to controlling the battle ship. The videogame graphics are 3D which makes the gaming experience more real. There are many details in the game design.  Black Flag’s cut scenes transit from gami

Representations in Kiss of the Vampire

Women being sexualised and objected was common in the 1960s. Representation of women being weak and vulnerable and like the lady on the left is conventional for the period, ran up to 1960s women were often represented as being the damsel and distress in the films. They were often seen as being somebody that needed rescuing by a here character often a male character. The female character on the left is being supported by a male character she seems as though she’s unconscious potentially even dead which makes her feel  weak and vulnerable like a typical damsel in distress. Her head is back which means her neck is  exposed as is some of her other skin as well, that also adds to her sense of vulnerability, but it also means that she does feel quite sexualised. We do see a  lot of flesh and her dress is tight  as well, it looks as it’s made  of silk, so it does create a  ​ sexualised  representation of this women. The other lady is quite sexualised as well, her dress is form-fitting, partic

KOTV - Neale, Barthes and Strauss

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Steve Neale said genre was about providing what two things?       - meaning and pleasure for audiences        - familiar formula and predetermined audience  which will generate profit for film companies  What enigma codes are evident in the KOTV film poster?        - ‘Kiss’ on the poster’s title creates suspense surrounding the relationship between the vampires and their victims.  What binary opposites are evident from the KOTV film poster?       - good vs evil; - natural vs supernatural; strong vs weak; women vs men  Apply the genre theory- how is the film similar/different to other films in the genre?         - The movie is drama/ thriller. It’s similar with other films in drama genre with the seriousness of the story line and the character’s development. The movie is about  a travel writer/publisher who gives up her beloved freedom and bohemian lifestyle to have a child with her husband. Pregnancy does not seem to agree with her, but what's worse, when she does give birth

Genre Analysis- Kiss of the Vampire

What are the genre conventions? -The movie Scream (1996) shows the female character as the typical white teen girl. She has blonde hair and blue eyes which explains her naive and innocent behaviour in the beginning of the movie as often in media and film industry blonde women are seen as stupid and dumb.  -During the most of the scenes in the video, the camera follows the main character who walks around while she is talking on the phone. This connotes how someone is observing her and gives this feeling of nervousness and anxiety.  -The lighting changes with the scene progression, at the beginning when the caller and the lead character talked normally and nicely, the lighting was bright and yellow, which have connotations of positive and cozy atmosphere. But with every time that the man calls and threat the girl, the lighting gets darker, which creates more mysterious atmosphere and keeps the audience under pressure.  -The narrative is about a girl who is preparing to watch a horror mov

Assassin's Creed: Black Flag - Case Study

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Ownership and Franchise   - Ubisoft Entertainment SA  is a French  video game company   headquartered in  Montreuil   with several development studios across the world. It publishes games for several video game franchises, including  Rayman ,  Raving Rabbids ,  Prince of Persia ,  Assassin's Creed ,  Far Cry ,  Just Dance , and the  Tom Clancy 's  series. As of March 2018, Ubisoft is the fifth largest publicly traded game company in the Americas and Europe in terms of revenue and market capitalisation.   -The  Assassin's Creed  series  is an award-winning video game series that currently consists of eleven main games, seventeen spin-off games, several short films and various transmedia projects. Each of the main games have spawned novelizations, adapting and adding to the story of their respective game. - The entire franchise is developed primarily by Canadian studio Ubisoft Montreal and published by Ubisoft, with the exception of Assassin’s Creed: Altair’s Chronicles and t

Computer Game Industry- Research

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TIMELINE 1970s   1972-  Pong  is a table tennis -themed arcade video game , featuring simple two-dimensional graphics, manufactured by Atari  and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan Alcorn  as a training exercise assigned to him by Atari co-founder Nolan  Bushnell , but Bushnell and Atari co-founder Ted Dabney   were surprised by the quality of Alcorn's work and decided to manufacture the game.  Pong  was the first commercially successful video game, and it helped to establish the video game industry  along with the Magnavox Odyssey. Soon after its release, several companies began producing games that closely mimicked its gameplay.    1977- Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-coloured games, effectively kicking off the second generation of the video game consoles. 1978- Space Invaders was an