The New Western

The New Western

Author: Scott F. Stoddart

Publisher: McFarland

Published: 2016-02-19

Total Pages: 267

ISBN-13: 1476624208

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American moviegoers have long turned to the Hollywood Western for reassurance in times of crisis. During the genre's heyday, the films of John Ford, Howard Hawks and Henry Hathaway reflected a grand patriotism that resonated with audiences at the end of World War II. The tried-and-true Western was questioned by Ford and George Stevens during the Cold War, and in the 1960s directors like Sam Peckinpah and George Roy Hill retooled the genre as a commentary on American ethics during the Vietnam War. Between the mid-1970s and early 1990s, the Western faded from view--until the Gulf War, when Kevin Costner's Dances with Wolves (1990) and Clint Eastwood's Unforgiven (1992) brought it back, with moral complexities. Since 9/11, the Western has seen a resurgence, blending its patriotic narrative with criticism of America's place in the global community. Exploring such films as True Grit (2010) and Brokeback Mountain (2005), along with television series like Deadwood and Firefly, this collection of new essays explores how the Western today captures the dichotomy of our times and remains important to the American psyche.


Ctrl-Alt-Play

Ctrl-Alt-Play

Author: Matthew Wysocki

Publisher: McFarland

Published: 2013-02-15

Total Pages: 227

ISBN-13: 0786470135

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The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.


The Video Games Guide

The Video Games Guide

Author: Matt Fox

Publisher: McFarland

Published: 2013-01-17

Total Pages: 385

ISBN-13: 078647257X

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The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.


Rockstar Games and American History

Rockstar Games and American History

Author: Esther Wright

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2022-08-22

Total Pages: 282

ISBN-13: 3110716615

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For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past –– and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated.


Understanding Machinima

Understanding Machinima

Author: Jenna Ng

Publisher: Bloomsbury Publishing USA

Published: 2013-07-30

Total Pages: 387

ISBN-13: 1441124535

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In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.


Game On, Hollywood!

Game On, Hollywood!

Author: Gretchen Papazian

Publisher: McFarland

Published: 2013-02-06

Total Pages: 233

ISBN-13: 1476601852

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The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).


Festive Christmas Nights

Festive Christmas Nights

Author: Mimi Barbour

Publisher: Chill Out! Books

Published: 2021-11-04

Total Pages: 1042

ISBN-13: 1950592375

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Christmas cheer and romance are sweet any time of year! This gift set of eight diverse holiday-themed love stories is loaded with hunks and honeys, cops and crooks, love at first sights and second chances, and a few surprise youngsters out to trick Mommy. Snuggle up and let six of The Authors’ Billboard New York Times and USA Today Bestselling Authors entertain you with romance from sweet to spicy from locations around the world. Mimi Barbour – Loveable Christmas Angel: Christmas in Hawaii! How lucky can a girl get? Or so Leilani thinks... Susanne Matthews – Holiday Magic: Is there enough magic left in Christmas to help them overcome the past? Taylor Lee – Special Ops and Cops Christmas: What could be more perfect than a Christmas wedding? Ask the terrorists who plan to keep ‘Happily Ever After’ from happening? Taylor Lee – Blue Christmas: Even Blue Christmases can be Red HOT! Susan Jean Ricci – Because We’re Snowflakes: After an accidental meeting on Christmas Eve, Rosie and Magoo are about to discover if their mutual attraction supports a future despite their diverse, cultural traditions. Rachelle Ayala – A Father for Christmas: A homeless veteran meets a single mother whose daughter asks Santa for an unusual gift. Rachelle Ayala – Deck the Hearts: Can Holly’s jolly Christmas spirit help Grinchy Gordon Gills save the town of Christmas Creek? Dani Haviland – A Stingray Christmas: Love had nothing to do with it…at first.


Peace and Friendship

Peace and Friendship

Author: Stephen Aron

Publisher: Oxford University Press

Published: 2022-07-08

Total Pages: 319

ISBN-13: 019762278X

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For over 35 years, the dominant histories of the American West have been narratives of horrific conflicts. As dark and as bloody as western grounds have often been however, there were also important episodes of concord, instances of barriers breached, accords reached, and of people overcoming their differences as opposed to being overcome by them. Peace and Friendship highlights the instances of cohabitation, deepening our understanding of how the West came to be: through colonization, violence, misunderstanding, and, surprisingly, at times, peace.


The Way the World Works

The Way the World Works

Author: Nicholson Baker

Publisher: Simon and Schuster

Published: 2012-08-07

Total Pages: 337

ISBN-13: 141658398X

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Nicholson Baker, who “writes like no one else in America” (Newsweek), here assembles his best short pieces from the last fifteen years. The Way the World Works, Baker’s second nonfiction collection, ranges over the map of life to examine what troubles us, what eases our pain, and what brings us joy. Baker moves from political controversy to the intimacy of his own life, from forgotten heroes of pacifism to airplane wings, telephones, paper mills, David Remnick, Joseph Pulitzer, the OED, and the manufacture of the Venetian gondola. He writes about kite string and about the moment he met his wife, and he surveys our fascination with video games while attempting to beat his teenage son at Modern Warfare 2. In a celebrated essay on Wikipedia, Baker describes his efforts to stem the tide of encyclopedic deletionism; in another, he charts the rise of e-readers; in a third he chronicles his Freedom of Information lawsuit against the San Francisco Public Library. Through all these pieces, many written for The New Yorker, Harper’s, and The American Scholar, Baker shines the light of an inexpugnable curiosity. The Way the World Works is a keen-minded, generous-spirited compendium by a modern American master.


Story Mode

Story Mode

Author: Julialicia Case

Publisher: Bloomsbury Publishing

Published: 2024-01-25

Total Pages: 171

ISBN-13: 1350301396

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Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.