Sunday, 4 November 2012

Assassins Creed further reasearch

Franchises.
Assassin's CreedNovember 13, 200738 million[28]
Assassin's Creed is a video game developed by Ubisoft Montreal and published by Ubisoft for the PlayStation 3, Xbox 360 and PC video game consoles/computer.





A gamers review from www.tumblr.com

sonic-nerd
Assassins Creed 3 Review

Overview: When Assassins Creed 3 was announced, gamers everywhere rejoiced. Gone were the “expansion” sequels and our tired, yet awesome friend Ezio. Assassins Creed 3 promised to move the series forward in every way. New main character, new time period, new city, new graphics engine, and fresh gameplay enhancements. The gaming media and fans alike gravitated toward the Game-informer spread, and the first gameplay footage. Following the release of more trailers and footage, the hype train began. Soon Ubisoft found themselves making one of the most highly anticipated games of this year; according to Ubisoft Assassins Creed 3 is the most pre-ordered game in Ubisoft history. It was clear that Assassins Creed 3 was the game to beat in the hardcore gaming season. So does Assassins Creed 3 live up to the enormous expectations? Lets find out.
Story: I am a bit hesitant to speak of the story. The story is deep, engaging and contains a bit of confusion. I enjoy the story a ton and I really don’t want to spoil anything here. Only thing to keep in mind is, you play as a native american in 1776 America by the name of Connor, and you follow his adventure to stop the templars who he wishes to seek revenge upon. There is much depth to the story especially when it ties everything to present day. The story does have dry spots, but toward the end it picks up considerably. My biggest gripe however is the ending. Don’t worry I won’t spoil a thing, but I must say the ending is confusing and not satisfying. I didn’t really understand the ending much at all. However, after watching a synopsis of the story through a video on youtube, the ending was a bit clearer but not clear enough. Go into Assassin Creed 3 knowing the backstory so you can fully understand the events that transpire throughout the game. I wish I had refreshed myself first.
Gameplay: The gameplay is just more Assassins Creed; If you’ve played any of the previous entries, you’ll have no problems here. Not much has changed in terms of gameplay. You still hold Left trigger to run, and climb walls using L and the thumb stick. You still perform assassinations, eavesdrop on templars, perform light platforming, and complete miscellaneous activities throughout the city (like collection fetch quests and helping citizens). Though not all is familiar here. There are cool new mechanics like hunting animals for money, climbing trees, and weather effects which change how you approach certain scenarios. The combat system has seen an upgrade with tighter controls, and a “Batman: Arkham” style counter system. All that is here works perfectly but isn’t drastically new like the trailers and gameplay videos suggest. I will say that all of the classic Assassins Creed elements in this new America setting is really cool and does make some of what you do feel fresh. Don’t go into this game expecting a revolution.
Presentation: The graphics are definitely a step up from previous entries, but doesn’t look nearly as good as what was depicted in the trailers. Now this is to be expected because I was playing on an xbox 360 while the gameplay footage shown online was no doubt the PC version. However, the lighting effects, and general city atmosphere is truly a sight to behold. The attention to detail is superb. From trees that rock with the wind, to townspeople holding normal conversation, animals roaming the country side; it’s almost impossible not to be immersed in this huge and realistic world. It’s worth noting that with scope and scale this big, there are a considerable number of glitches you will encounter. Clipping issues, freezing, and missing dialogue are just a few of the issues you will encounter but none of these hinder the overall fantastic presentation. Another big disappointment for me was the main character you play as. Connor’s voice actor displays little emotion so it’s hard to relate or love this character. I feel like they should have made Connor a full cold blooded assassin with a strong personality than just being somewhere in the middle. I wanted a bit more from him.
Overall: Despite this game feeling a bit fatigued and disappointing, It is still a must own game. The story is interesting albeit confusing as hell, graphics and gameplay are top notch even though it doesn’t push the bar like I would have wanted it to, and you are getting one long game. 1 play-through of this game took me 20 hours to complete and I still have many side missions left to complete. Overall there can easily be over 40 hours of gameplay in this one. If you’re looking for an adventure game this holiday season, and haven’t played any Assassin’s Creed games, I suggest playing the previous installments to get acquainted with the story. However if you’re a fan of the franchise, don’t hesitate to buy this game NOW. This game is A PURCHASE IF YOU ARE A FAN OF THE FRANCHISE. If you don’t care for Assassin’s Creed games, this game won’t change your mind much. There is no doubt though that Assassins Creed 3 is one of the best games this year and is a serious contender for my game of the year 2012.
 
 
 
 
 

Wednesday, 31 October 2012

Assassins Creed

Wednesday, 17 October 2012

Computer Game Industry

The structure of the computer games industry: - wikipedia
Considered by some as a curiosity in the mid-1970s, the computer and video game industries have grown from focused markets to mainstream. They took in about US$9.5 billion in the US in 2007, 11.7 billion in 2008, and 25.1 billion in 2010 (ESA annual report).
Modern personal computers owe many advancements and innovations to the game industry: sound cards, graphics cards and 3D graphic accelerators, CD ROM and DVD-ROM drives, are a few of the more notable improvements.
Sound cards were developed for addition of digital-quality sound to games and only later improved for music and audiophiles.[2] Early on, graphics cards were developed for more colors.[citation needed] Later, graphics cards were developed for graphical user interfaces (GUIs) and games. GUIs drove the need for high resolution,[citation needed] games drove 3D acceleration.[citation needed] They also are one of the only pieces of hardware to allow multiple hookups (such as with SLI or CrossFire graphics cards).[citation needed] CD- and DVD-ROMs were developed for mass distribution of media in general, however the ability to store more information on cheap easily distributable media was instrumental in driving their ever higher speeds.
Modern games are among the most demanding of applications on PC resources. Many of the high-powered personal computers are purchased by gamers who want the fastest equipment to power the latest cutting-edge games.[citation needed] Thus, the inertia of CPU development is due in part to this industry whose games demand faster processors than business or personal applications.

www.obscure.co.uk
Industry structure – The key businesses within the industry are publishing, development, distribution and hardware manufacturers (console makers Sony, Nintendo, Microsoft). The key issue to be aware of when looking at the industry is the complex interactions of the various companies. A company focused on one of these areas may also be active in others. Publishers often own all or part of a development or distribution company and the hardware manufacterers all act as publishers for their own 1st party products. This means that an independent development company seeking to do business with a publisher may actually be approaching the owner of one of their main competitors.

The top 5 most important computer games ever - in my opinion/life


1. Pacman/Snake
2. Crash Bandicoot (PS1)
3. Super Mario Bros. (Nintendo)
4. Fruit Ninja (iPhone)
5. Just Dance (Nintendo Wii)

I swear these games have shaped my childhood, The differences in technology is ridiculous from Snake that at the time could have my attention for literally hours yet involved 4 buttons and a line chasing a square round a screen to Just Dance that involves your movement being recorded on a screen by a small handheld stick that judges your movement. Nintendo DS's in my opinion where when things started to change regarding computer games with the touchscreen and stick which seemed crazily high tech compared to the little Gameboy with the Super Mario Bros or Crash Bandicoot.


The top 5 most important computer games ever - regarding sales, in the opinon of Wikipedia
Atari 2600 games that have sold or shipped at least one million copies
TITLERelease YearCopies soldComments
Pac-Man19827 million[1][2]Best-selling home video game up until that time.[3]
Pitfall!19824 million[4][5]
Asteroids19813.8 million[6]Best-selling Atari 2600 game prior to Pac-Man.[6]
Missile Command19802.5 million[7]
Space Invaders19802 million[8]First game to sell a million cartridges.[9]



Wii
 
Wii video games that have sold or shipped at least five million copies.
Upcoming Christmas 2012 computer game release

23. NINTENDOLAND

Play it on: Wii U Out: November 30
For some reason, companies have used athletics to demonstrate the capabilities of their new-fangled controllers. Nintendo chose Wii Sports. Microsoft had Kinect Sports, and for Sony it was Sports Champions. This year Nintendo seeks to buck the trend with NintendoLand, a 12-minigame compilation making use of Gamepad, Nunchuck and Remote and based on various Nintendo franchises. Race around an F-Zero track, shoot from Samus' gunship, tackle a Zelda dungeon and hunt ghosts in Luigi's mansion. Oh, and get involved in a reprise of 1986 NES title, Balloon Fight. You wanted that, right? For those with gaming mates, and for those curious about what the Wii U actually does, NintendoLand will be a must-have. BG

 
How changing technology is affecting video games

BBC report
The video game industry can have a tendency to surprise people. Not only does it employ very intelligent, driven, ambitious and talented people, but it is also a key driver for economic revenue on the UK, generating £1bn annually for the country's GDP.

Our latest game is holding its own right at the top of the charts in global rankings against the behemoths of the industry which are mostly US-created, and have massively bigger budgets for development and marketing.

One thing that remains unchanged is that there will always be change in our industry.

There have been many challenges, not only to the way games play but in the way they are made and they way they are delivered. Whilst sadly change and the recession has had an impact on UK game developers with many studios closing down, there is much to be excited about for the future.

gigaom.com
lst week, mobile analytics firm Flurry released the results of a survey of more than 60,000 users who play mobile social games — a space that includes everything from Electronic Arts’ Pogo lineup to Zynga’s Words With Friends and FarmVille. As it turns out, on-the-go gamers are very different than their console-playing counterparts.

For advertisers: Mobile social gaming is far more mainstream than the world of console gaming. So its audience is low-hanging fruit for a wide variety of potential advertisers, especially those looking to target both women and men. Unlike other types of mobile ads, social gaming is well suited to the kind of “actionable” advertising strategies that ask a consumer to engage with a brand or click to call. But those ads should be more than just the pedestrian banner ads that increasingly ignored by consumers (and that often just push other mobile games). Instead, advertisers should work with developers to integrate their campaigns with well-known games, and cross-promote them via traditional media and online ads.
For developers: Developers should employ every available strategy in monetizing mobile social games, from the promising freemium model to simple paid downloads to free titles supported entirely by ad revenues. And mobile social gaming is a particularly good fit for in-app purchases that encourage users to cough up a few dollars to acquire virtual tools or access new levels. (As long as those games don’t encourage kids to ring up ridiculous charges on their parents’ phone bills.)
For app store operators: The likelihood of an app being found gets increasingly harder as the Apple’s App Store and Google’s Android Market add more titles. So app store operators can cash in on the exploding space by making sure the best — and most lucrative — games are easy to find. They should spotlight the most popular and highest-quality games as “featured” titles, especially those from established, trusted publishers, and make it easy for gamers to find relevant titles by using recommendations based on past purchases and reviews. And app stores should leverage the social component by encouraging users to suggest specific games to their friends who opt to receive those suggestions.

Friday, 12 October 2012

Worst paragraph makeover

Maude wears simple clothes whilst the woman wears intricate outfits which is a stark contrast when you consider sexuality as Maude's sexuality isnt simple considering it is in secret and she cannot tell the woman how she feels. It is also noticable that from Maude's typical feminime dress sense her homosexuality is vaguely recognisable in comparison to the suspected heterosexuality of the woman. The part of the scene where Maude is in the bed and the woman is getting changed we see quick cuts of an eyeline match to and from the naked womans back which is positioned in the middle of a candle and a fire possibly connecting the woman to danger or sexual attraction.

Monday, 8 October 2012

TERMINOLOGY

OCR VIDEO TERMINOLOGY
Camera shots
A variety of camera shots creates atmosphere and a specific mood for narrative
An establishing shot is usually at the beginning
A long shot helps the audience understand the relationship between character and setting
Mid shot focuses more on mise-en-scene
Contrasting represents binary oppositions eg. young and old
Close up is usually on an object of significance and works as reference for point of view shot which puts you inside the mind of the character
Extreme close up shot draws into emotions of character and is intense and uncomfortable for audience

Movements
A tracking shot is backwards and forwards, it draws the audience in or tells you that the action is over
A tilt shot is up or down and it gives a sense of height or power
Established camera shots create atmosphere and realism
Zoom is into or away and stimulates a tracking shot
Arc shot is a semi circle and it enables the audience to see the characters full emotions
A panning shot is left to right and is usually used when a character is searching a room

GENERAL TERMINOLOGY
Genre - The classification of any media text into a category or type.

Representation - The process by which an image etc may be used to represent/stand for someone or something.

Hypodermic Needle Theory - (also known as the hypodermic-syringe model, transmission-belt model, or magic bullet theory) is a model of communications suggesting that an intended message is directly received and wholly accepted by the receiver. The model is rooted in 1930s behaviorism and is largely considered obsolete today.



Discourse - The expression of ideologies or speech used to achieve social, personal or political power.

Media Institution – The operation of a large media corporation embracing production, distribution and consumption

Mis-en-scene – Everything that is put in a TV studio or film set

Narrative - The way in which a plot or story is told, by whom and in what order.

Form The structure or skeleton of a text

Ideology - A system of beliefs/values, which can be identified in mass media products or texts.

Denotation - The common sense, obvious meaning of something.

Connotation - Associations triggered by eg. an image or an object.

  ADVANCED TERMINOLOGY
paradigmatic elements/ codes and conventions- items that are used at construction to make a complete product
syntagm- the completed product (such as a completed magazine or dvd cover
bricolage- a combo of genres, e.g. action and romance, or romance and comedy
in-house style- a company of organisation way of communication with a consistent layout
enigma- exciting (a engimatic character, like Sylar in heroes)
direct mode of address- when a character looks straight at the camera (at the audience, indirect mode of address is the opposite)
MISE EN SCENE TERMINOLOGY
This term is used in film to describe what is in the frame and why. There are several areas to consider when talking about mise en scene:
·         Setting and props
·         Costume and make-up
·         Body language and facial expression
·         Lighting and colour
Each of these factors combines to give the shot a certain 'look' or 'feel'. What is put in or left out of a shot can make a big difference to the signals we receive about what sort of film it is and how we are supposed to feel at this point. For instance, a simple shot of a tree can be made to look threatening by adding a vulture and a storm and shooting it in darkness. The same tree can be given a very different look by having children playing beneath its sunlit branches.
EDITING TERMINOLOGY
cut A visual transition created in editing in which one shot is instantaneously replaced on screen by another.
continuity editing Editing that creates action that flows smoothly across shots and scenes without jarring visual inconsistencies. Establishes a sense of story for the viewer.
cross cutting Cutting back and forth quickly between two or more lines of action, indicating they are happening simultaneously.
dissolve A gradual scene transition. The editor overlaps the end of one shot with the beginning of the next one.
editing The work of selecting and joining together shots to create a finished film.
errors of continuity Disruptions in the flow of a scene, such as a failure to match action or the placement of props across shots.
establishing shot A shot, normally taken from a great distance or from a "bird's eye view," that establishes where the action is about to occur.
eyeline match The matching of eyelines between two or more characters. For example, if Sam looks to the right in shot A, Jean will look to the left in shot B. This establishes a relationship of proximity and continuity.
fade A visual transition between shots or scenes that appears on screen as a brief interval with no picture. The editor fades one shot to black and then fades in the next. Often used to indicate a change in time and place.
final cut The finished edit of a film, approved by the director and the producer. This is what the audience sees.
iris Visible on screen as a circle closing down over or opening up on a shot. Seldom used in contemporary film, but common during the silent era of Hollywood films.
jump cut A cut that creates a lack of continuity by leaving out parts of the action.
matched cut A cut joining two shots whose compositional elements match, helping to establish strong continuity of action.
montage Scenes whose emotional impact and visual design are achieved through the editing together of many brief shots. The shower scene from Psycho is an example of montage editing.
rough cut The editor's first pass at assembling the shots into a film, before tightening and polishing occurs.
sequence shot A long take that extends for an entire scene or sequence. It is composed of only one shot with no editing.
shot reverse shot cuttingUsually used for conversation scenes, this technique alternates between over-the-shoulder shots showing each character speaking.
wipe Visible on screen as a bar travelling across the frame pushing one shot off and pulling the next shot into place. Rarely used in contemporary film, but common in films from the 1930s and 1940s.

SOUND TERMINOLOGY
Acousmatic sound
- sound one hears without seeing their originating cause  
Acousmêtre - akind of invisible voice-character with mysterious powers  
Added Value - the expressive and/or informative value with which a sound enriches a image 
Audiovisual Contract - an agreement to forget that sound is coming from loudspeakers and picture from screen   
Anempathetic Sound - music or sound effects that seems to exhibit conspicuous indifference to what is goingon in the film's plot 
Chronography   -  the stabilisation of projection speed madecinema an art of time  
Empathetic Sound - music or sound effects whose mood matches the mood of the action 
Extension(of SoundSpace
External logic - the logic by which the flow of sound includes effects of discontinuity as nondiegetic interventions  
Internal logic - the logic by which the sound flow is apparently born out of the narrative situation itself   
Magnetization (spatial) -  "mental pan" of the sound source 
Materializing Sound Indices (M. S. I.)  - sonic details that "materialize" the sound source 
Rendering - the use of sounds to convey the feelings or effects associated with the situation on screen
Synchresis - the mental fusion between a sound and a visual when these occur at exactly the same time   
Temporalization - influence of sound on the perception of time in the image 
Vococentrism - the privilige of the voicein audiovisual media 








Saturday, 6 October 2012

Mock exam re-done

    The initial wide shot helps set the scene and brings in comparisons of class by showing the well equipped guards against the gladiators who are wearing rags and this shows the lower class situation, which is obviously not good. One of the first few shots is a shot through the cage which is also reflected later in the scene through the net when the fighting takes place, this represents how the lower classes are stuck and caged into this lower part of society and want to but cannot break out of it. The point of view shot when the two main characters are in the box and the other two are fighting shows their lack in status and class as that is what they are destined for. The most prominent sign of the differences of class and status between the gladiators and the onlookers is when we have an over the shoulder shot from the onlookers which exaggerates their higher power and status in comparison to the low gladiators who casually watch whilst chatting in comparison to the brutal events taking place below this shows the gladiators to be the prorgaonists and the upper class to be the antagonists in this situation. The low angled wide shot we see numerous times throughout strongly represents the variations in class and status between all characters as the gladiators are lowest, the guards are middle and the upper class very much the highest.
    The most effective editing in this scene is when the black character has the most of the screen showing his superiority but we still see the upper class in the background although not the focus they are still prominent and signifying his lack in class. The cuts from the box with the gladiators in to the upper class who are casually chatting shows a strong contrast in class the cutting speed slows down in the box which helps exaggerate the emotions of the lower class and then in the actual fighting scene the cutting speed increases with the tension.
     The first we see of the characters is immediately added to with the sound of drums and low trombones that almost sounds like a funeral march which makes the audience aware that there is danger ahead and implies that the characters walking are the ones in trouble of danger and so lower class, the men are then ordered into a box like animals showing their lack of status which is juxtaposed with diagetic sound. The contrasts of the gladiators not speaking at all, the guards barking orders and the upper class speaking freely about things other than the fighting that is about to take place shows the differences in status as the gladiators are clearly so affected by what is about to take place and the upper class see this as nothing worth speaking about which is also represented as they are laughing when leading up to the fight as these people are fighting for their death and they show little recognition for this. The diagetic sound of the battle going on outside the box adds tension whilst also reminding us of their lack in class as this is what they are going to be doing also. The polite applause of the upper class juxtaposed with the climax of music contrasts the significance of the death to the lower class and the simple entertainment to the upper class. When the two main characters are fighting we hear frantic strings that shows the frantic terror of the fighters.
     The dull and muted colour scheme that is present from the first shot shows the low class of the characters and the rags in comparison to the full outfits of the guards again suggest the low class of the gladiators and vulnerability. The higher class members are dressed in rich reds and purples which are usually associated with rich and royal people, this could be connected with Levi Strauss' Binary Opposites. The lower class characters being in the dark and the other higher class guards and upper class being in the light shows literally that the lower are in the dark of society. The lack of clothing when the gladiators remove their rags signifies their vulnerability although they are muscley they are very much being exploited to the onlookers of the higher class. The mise en scene of the upper class playing with their hair as they look down onto the lower class who are playing with life and death shows the contast in status. The black character although wearing little, is wearing white which symbolises purity and could possibly be linked to the fact he doesnt kill the other man, it is also possible the size of weapons represents phallic symbollism and a signification of lower class. The final part of the scene shows blood squirting onto the upper class which represents and increases our dislike for them.