Anime and the Visual Novel

Anime and the Visual Novel

Author: Dani Cavallaro

Publisher: McFarland

Published: 2014-10-16

Total Pages: 269

ISBN-13: 0786458186

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This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games' attributes, yielding thought-provoking yarns and complex personalities.


Futu. Re

Futu. Re

Author: Dmitry Glukhovsky

Publisher:

Published: 2015-10-05

Total Pages: 0

ISBN-13: 9781517679279

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'A worthy successor to '1984' and 'Brave New World'' - PLAYBOY What would I do for eternal life? Discoveries made within our lifetime will allow people to remain young forever. There is no more death. Our children will never die. Welcome to a world inhabited by people who are perfectly healthy, beautiful and eternally young. Every utopia has its shadowy backstreets. Someone has to make sure that overpopulation doesn't bring the wonderful world of the future crashing down. Someone has to make people forget their animal instincts and live in a fitting way for immortals. Maybe that someone is me? The utopia "FUTURE" is the first novel after five years' silence from Dmitry Glukhovksy, author of the cult novel "METRO 2033". The author's books have been translated into dozens of foreign languages, selling in millions of copies, and have been adapted for the big screen in Hollywood - but none of them will grip you like "FUTURE".


Teaching Visual Literacy

Teaching Visual Literacy

Author: Nancy Frey

Publisher: Corwin Press

Published: 2008-01-09

Total Pages: 209

ISBN-13: 1412953111

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A collection of nine essays that describes strategies for teaching visual literacy by using graphic novels, comics, anime, political cartoons, and picture books.


Musashi

Musashi

Author: Eiji Yoshikawa

Publisher: Vertical, Inc.

Published: 2012-08-10

Total Pages: 1547

ISBN-13: 1568364512

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The classic samurai novel about the real exploits of the most famous swordsman. Miyamoto Musashi was the child of an era when Japan was emerging from decades of civil strife. Lured to the great Battle of Sekigahara in 1600 by the hope of becoming a samurai—without really knowing what it meant—he regains consciousness after the battle to find himself lying defeated, dazed and wounded among thousands of the dead and dying. On his way home, he commits a rash act, becomes a fugitive and brings life in his own village to a standstill—until he is captured by a weaponless Zen monk. The lovely Otsu, seeing in Musashi her ideal of manliness, frees him from his tortuous punishment, but he is recaptured and imprisoned. During three years of solitary confinement, he delves into the classics of Japan and China. When he is set free again, he rejects the position of samurai and for the next several years pursues his goal relentlessly, looking neither to left nor to right. Ever so slowly it dawns on him that following the Way of the Sword is not simply a matter of finding a target for his brute strength. Continually striving to perfect his technique, which leads him to a unique style of fighting with two swords simultaneously, he travels far and wide, challenging fighters of many disciplines, taking nature to be his ultimate and severest teacher and undergoing the rigorous training of those who follow the Way. He is supremely successful in his encounters, but in the Art of War he perceives the way of peaceful and prosperous governance and disciplines himself to be a real human being He becomes a reluctant hero to a host of people whose lives he has touched and been touched by. And, inevitably, he has to pit his skill against the naked blade of his greatest rival. Musashi is a novel in the best tradition of Japanese story telling. It is a living story, subtle and imaginative, teeming with memorable characters, many of them historical. Interweaving themes of unrequited love, misguided revenge, filial piety and absolute dedication to the Way of the Samurai, it depicts vividly a world Westerners know only vaguely. Full of gusto and humor, it has an epic quality and universal appeal. The novel was made into a three-part movie by Director Hiroshi Inagai. For more information, visit the Shopping area


Game Development with Ren'Py

Game Development with Ren'Py

Author: Robert Ciesla

Publisher: Apress

Published: 2019-06-29

Total Pages: 361

ISBN-13: 1484249208

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Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the programming logic and techniques needed to bring your visual novels to life. In this book, you will uncover the rich history of interactive fiction from the bare-bones 1970s games to the audiovisually rich modern output. You will take a detailed look at how to work with some of the most popular and exotic sub-genres and tropes of interactive fiction, such as nakige ("crying game"), dating sims, and horror. Once the stage is set, you will learn to use all-purpose programming logic and techniques in three mini tutorial games and also learn how to deploy your titles to both desktop and mobile platforms. Not solely relegated to the ancient historical period of the 1980s and 1990s, interactive fiction has again become appealing to developers as new tools became available. The visual novel is an increasingly popular and potentially lucrative genre of video game, being deployed for Windows, Mac, iOS, Android, and more. Game Development with Ren'Py reveals how multi-platform tools such as Ren'Py, TyranoBuilder, and Twine are becoming ever more plentiful for creating games in this genre. What You'll Learn Gain a working knowledge of Ren'Py, TyranoBuilder, and Twine Examine the basics of general programming logic Deploy to all available operating systems and platforms Review different approaches to fiction writing in the context of text-based games Who This Book Is For People with no programming experience who are interested in working in the genre of visual novels or interactive fiction.


Japanese Visual Culture

Japanese Visual Culture

Author: Mark W. MacWilliams

Publisher: Routledge

Published: 2014-12-18

Total Pages: 365

ISBN-13: 1317467000

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Born of Japan's cultural encounter with Western entertainment media, manga (comic books or graphic novels) and anime (animated films) are two of the most universally recognized forms of contemporary mass culture. Because they tell stories through visual imagery, they vault over language barriers. Well suited to electronic transmission and distributed by Japan's globalized culture industry, they have become a powerful force in both the mediascape and the marketplace.This volume brings together an international group of scholars from many specialties to probe the richness and subtleties of these deceptively simple cultural forms. The contributors explore the historical, cultural, sociological, and religious dimensions of manga and anime, and examine specific sub-genres, artists, and stylistics. The book also addresses such topics as spirituality, the use of visual culture by Japanese new religious movements, Japanese Goth, nostalgia and Japanese pop, "cute" (kawali) subculture and comics for girls, and more. With illustrations throughout, it is a rich source for all scholars and fans of manga and anime as well as students of contemporary mass culture or Japanese culture and civilization.


Negima! 19

Negima! 19

Author: Ken Akamatsu

Publisher: Kodansha Comics

Published: 2012-10-02

Total Pages: 0

ISBN-13: 9781612623009

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WIN OR DIE! It’s summer break—a time when most kids are getting ready for a vacation full of fun and friends. But not Asuna. She’s prepping for the challenge of her life. She’s started a new school club that’s devoted to helping Negi find his father, but before Asuna can embark on this adventure she has to prove her mettle. The test: a dangerous mission on a snow-covered mountain. Does Asuna have what it takes to survive? This volume of Negima! includes special extras after the story!


The Soul of Anime

The Soul of Anime

Author: Ian Condry

Publisher: Duke University Press

Published: 2013-02-11

Total Pages: 386

ISBN-13: 0822397552

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In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries—including those that produce film, television, manga (comic books), and toys and other licensed merchandise—and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.


Love Hina 1

Love Hina 1

Author: Ken Akamatsu

Publisher: Turtleback Books

Published: 2002-05-01

Total Pages: 180

ISBN-13: 9781417651115

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When Keitaro Urashima fails his entrance exams to get into Tokyo University for the second time, he's officially an unemployed and uneducated slacker. To make things worse, his parents have kicked him out of his house. Fortunately, his grandmother owns the fabulous Hinata Lodge and has agreed to take Keitaro in as caretaker. What he doesn't know is that the lodge is actually a girl's dorm and he's the only guy around! Most guys would kill to live with five sexy ladies, but if Keitaro's not careful, this job will kill him.


Interpreting Anime

Interpreting Anime

Author: Christopher Bolton

Publisher: U of Minnesota Press

Published: 2018-02-20

Total Pages: 314

ISBN-13: 1452956847

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For students, fans, and scholars alike, this wide-ranging primer on anime employs a panoply of critical approaches Well-known through hit movies like Spirited Away, Akira, and Ghost in the Shell, anime has a long history spanning a wide range of directors, genres, and styles. Christopher Bolton’s Interpreting Anime is a thoughtful, carefully organized introduction to Japanese animation for anyone eager to see why this genre has remained a vital, adaptable art form for decades. Interpreting Anime is easily accessible and structured around individual films and a broad array of critical approaches. Each chapter centers on a different feature-length anime film, juxtaposing it with a particular medium—like literary fiction, classical Japanese theater, and contemporary stage drama—to reveal what is unique about anime’s way of representing the world. This analysis is abetted by a suite of questions provoked by each film, along with Bolton’s incisive responses. Throughout, Interpreting Anime applies multiple frames, such as queer theory, psychoanalysis, and theories of postmodernism, giving readers a thorough understanding of both the cultural underpinnings and critical significance of each film. What emerges from the sweep of Interpreting Anime is Bolton’s original, articulate case for what makes anime unique as a medium: how it at once engages profound social and political realities while also drawing attention to the very challenges of representing reality in animation’s imaginative and compelling visual forms.