Thursday, 7 January 2016

Film Breakdown "Survivor" (2015)

Film Title- "Survivor"

A Foreign Service Officer in London tries to prevent a terrorist attack set to hit New York, but is 
forced to go on the run when she is framed for crimes she did not commit.

Motivations for the characters
Assassin-Money
Kate-Revenge for her friends in 911
Business man-Make the dollar "100 Billion"

Characters
·        Ray
·        Johnny Talbot
·        Alvin Murdock
·        Kate
·        Sam
·        Sally
·        Bill
       
       More at

       

     Abbott goes on the run (you’ll quickly stop bothering to ask why) and becomes the number one suspect in the duck-breast bombing case. Then things begin to get far-fetched. With her face plastered across television screens, Abbott spends the day meandering through London, catches a flight to New York under the disguise of some spectacles and winds up foiling a terrorist plot to blow up Times Square.

       Beginning

·         Crash helicopter
·         Soldier burned
·         Restaurant big boom-Start of the middle

     

·     Middle

          Assassin
·         Kate wanted
·         Kate goes to new York-Start of the end

    End

·         Time square bomb
·         New year’s eve
·         Kate stops assassin from shooting explosive
·         1million people saved
·         Film Finish 

     The action sequences are good fun, don’t let up for a moment and are generally cleverly shot. And the script wastes no time hurtling into "so-bad-it’s-good" territory: “we believe in that old-fashioned idea of country”; “the place is crawling with marines”. There is even one actual joke: “He’s had so much reconstructive surgery, no-one knows what the hell he looks like,” says one of the good guys. The cut to Brosnan’s taut, twitching face is timed to perfection. 

    The Verdict
Nearly 14 years after the September 11th terrorist attacks, we have seen images of that day used multiple times on the big screen. It can act as a powerful shorthand attempting to explain why our nation has taken various actions (for good or ill). In Survivor, it is used to explain why one person takes her job so seriously and to convince the audience that we are not safe. The film is particularly disappointing as McTeigue also directed V for Vendetta, a much sharper, much more intriguing, much more thought-provoking look at our post-9/11 world.








Tuesday, 5 January 2016

Story Telling in video games


 Story Telling In Video Games

Task 1

1-Call Of Duty: World at war
3-Fallout 4
2-H1Z1
4-Call Of Duty: Black Ops 3
5-The Elder Scrolls V:Skyrim
6-GMOD
7-Minecraft
8-Borderlands 2
9-Dying Light
10-Red dead redemption

Best Stories are number 5,8 and 9. To begin with The Elder Scrolls V:Skyrim has an amazing vanilla story, giving the player the freedom to create he`s own character his/her trades and they way they complete the story. An add on to this also if you have a pc you can change skyrim to be what ever you like literally if you don`t like dragon for example you can change them all into Thomas the tank engine.

Carrying on Borderlands 2 story is one of a kind it features numerous amounts of puns,quotes,Easter eggs and more a favourite of mine is the character "claptrap" this AI is clearly designed to insult your character no matter how good or bad you do his often phrase is that "your far uglier than i remember minion" alongside this devious character there are other features in the game which make you want to do a "all niter" reason behind this is because the players has the constant urge to kill, loot and repeat, on top this you have got to do "a lot" of farming in this.

Moving on number 9 "Dying Light" this is game which is not for the faint hearted literally because every way you can think of killing a zombie can be done in this game, from drop kicking to dropping an airstrike on them. As far for the story in this game it is really good at drawing the player in making you want to complete the next part and so and so on. Also there are a lot of side missions to this game alongside these there are numerous amount of Easter eggs from the popular series "The Walking Dead"

Red Dead Redemption-Some of the greatest film Westerns deal with the death of the Old West, and Red Dead Redemption strikes gold exploring that subject. Protagonist John Marston is a man out of time. He wants a steady home life, but is pushed back into the saddle by government agents that hate his outlaw past. Marston has to hunt down his old posse of bandits, effectively killing off the last remnants of the era that defined him.

And it’s not just Marston and his former friends that have trouble transitioning into the 20th century. Over and over John meets individuals coming to terms with the end of the West, whether happily or through gritted teeth. Marston himself wants to leave his past behind despite being so good with his revolver, which makes him easier to connect with than every previous Rockstar hero. The ultimate question is: will the world allow him the happy ending he deserves?

Task 2

Games without a story,who plays them? and why?
Games with no story...Minecraft,Pong,Pacman,Tetriz,

The people that play these are mainly causal gamer being so that pong,pacman and tetriz are on most if not all phones.People mainly play these types of games if they have got like 10-15 minutes to wait and they want a time passing game that is enjoyable yo play.

Task 3

What is the difference between a story that is used in a game versus a story used for a book or film?

The first video game I ever fell in love with had no graphics whatsoever. It was all text, and text alone: dim green, amber, or white characters on a dark background—that’s all the earliest monitors could handle. It was a game from the mid-eighties, based on the Douglas Adams novel, “The Hitchhiker’s Guide to the Galaxy.”



Bedroom
The bedroom is a mess.
It is a small bedroom with a faded carpet and old wallpaper.
There is a washbasin, a chair with a tatty dressing gown slung over it, and a window with the curtains drawn. Near the exit leading south is a phone.

Your reward: the treasure of glowing new sentences—sometimes even a long scroll of paragraphs—to read.

By such halting, wonderfully infuriating means you advanced through the game—a game full of jokes! Splendidly goofy, yes, but also a game that would cheerfully annihilate you and return you to the starting point with the cruelty of an affectless, chomping, yellow Pac-Man. (There are many browser-based versions of these old games online if you’d like to try.)
-More on this article

Task 4
Linear and Non-Linear Game line? What does this mean and how can it impact on storytelling in games?

Article about Linear and non-linear game line.
http://www.costik.com/gamnstry.html
Maybe I'm being too restrictive by saying that stories are inherently linear. Perhaps stories have been linear to date because that's all you can do with existing media; text is read sequentially and movies are displayed as linear sequence of frames. Theater has a little more potential interactivity, but conventional theater, at least, deviates from the script only in error.
There are non-linear forms of fiction, like Julio Cortazar's Hopscotch. You can read Hopscotch like a conventional novel, from front to back, the chapters in sequential order; or you can read the chapters in an alternative order proposed by Cortazar. Reading the book in that alternative order is a somewhat different experience; because you encounter events and characters in a different order, the meanings of their actions are different; you see the story in a different light. Indeed, to understand the novel fully, you need to read it in both ways.
That's great, but it's far from unique; modern writers frequently play with the nature of narrative and time. Proust's Remembrance of Things Past is non-linear in time, a sequence of remembrances as they occur to the protagonist. Joyce's Finnegan's Wake is filled with stream-of-consciousness nonsense words that, somehow, make sense in context. Vonnegut's Slaughterhouse Five darts seemingly randomly between the decades. Hopscotch is creative and interesting in the way it plays with the nature of narrative, but so are many other novels.
Linear game play. Sometimes it can mean an excruciatingly simple and trudging story that you can do little to make fun. Other times, it can be one of the most thrilling experiences you can have playing any video game at all. In recent times, some of the best games to be released were largely linear experiences. I speak of course of titles such as Modern Warfare 2 and Uncharted 2: Among Thieves, games that were not focused on giving you a whole-wide world to trudge through and wreak havoc upon, but rather very engaging set pieces with simple goals. I, for one, enjoyed the campaign of Modern Warfare 2 immensely. If I described it to someone, I would call it “the best summer blockbuster you’ll never see in a theater,” and I think that held true for one reason: Linear game play.
















Unit 73-Psychology of sound

Task 1

List at least 3 games (or films) which use sound as information (speech, iconography, symbolism and or metaphors) to convey information.

1) Tom & Jerry the movie
2) Sonic the hedgehog
3) Call of duty:World at war,Black ops 1,Black ops 2, Black Ops 3


Speech-Dialogues are a very vital part of any visual media of entertainment, which means video games as well. And the stronger and well-written the dialogues are, the better the story of the game turns out to be. It is believed by many that dialogues are the very backbone of any story, because if the dialogues fall flat, so does the entire narrative, for they are what drive the entire flow forward, lead one thing to the other.
Video games are no different in this aspect, especially the ones these days, what with them having so heavy and complex stories. And with strong speeches showered between regular intervals, a game can truly outshine its competition- if, of course, the speeches are well written and delivered.

Iconography-Iconography is the use of images and symbols to portray a subject, movement or ideal. It can also be the use of certain symbols that convey certain genres such as religious iconographyiconography in art andiconography in film and television.

Symbolism-Silent Hill 2. Practically everything.
I like how it keep the symbolism within its own story instead of going for somewhat fun but pointless real life parallels. I mean, take that human Reaper idea of yours: It's interesting and all, but where does it tie with the story or its themes in any straightforward way?
I suppose you don't lose anything by adding some random symbolism into a story, but I fail to see how they contribute to it either without being relevant to the context.
But anyway, another game is Xenogears. I know, it might seem pretty pretentious with all the ham-fisted Bible references and religious symbols (and some parts really are, like the whole silly crucifixion scene)... But in the end it starts to make sense having all that pointless Judeo-Christian symbolism, when you realize the scope of the story. The plot eventually goes back 10000 years, explaining how the humans came to be on the planet and for what purpose.
You kinda start realizing that all the individually pointless symbolic moments are there to add to the biblical scale of the plot.

Post from escapeistmagazine

Metaphors-metaphor is a figure of speech that identifies something as being the same as some unrelated thing for rhetorical effect, thus highlighting the similarities between the two.

Unit 73 Sounds for computer games

A)
Listen to at least 5 different pieces of gaming music FX
-Why did the game maker use this music and its sound FX?
-Did it work? If so or not. Why?
-Would you use different music/sound FX and why?

1)
Game: Geometry Dash
Name of Track: Stereo Madness
Link: https://www.youtube.com/watch?v=vBWL8E2xhrg
Purpose of the track-Builds tension towards the player for getting further and further in the level, the track speeds up the longer the player survives.
Type-Retro,funky


2)
Game: Call Of Duty Black Ops 3
Name of track: Beauty Of Annihilation
Link: https://www.youtube.com/watch?v=Zv1BHnCH3TQ
Purpose of the track-A motivation track for the player to continue his/her zombie rampage.
Type-Rock


3)
Game:The Elder Scrolls V:Skyrim
Name of track: Dragonborn
Link: https://www.youtube.com/watch?v=4BUIXq8oblY
Purpose of the track: Sets the mood for skyrim players when player the game.
Type: Encouraging



B)
Research (on-line/journals in library)
-Why is music and sound FX so important within games development?

Purpose of Game Sound Effects
Sound effects have an incredible influence on the overall game experience. While a game may be able to get by without music or dialogue, one without sound effects will be very disappointing.
Sound effects exist specifically to give feedback to players, immerse them inside the virtual realm, and provide an entertaining experience—all of which are key ingredients to a successful video game. Since a game is nothing more than lines of code and pixels of colored light, the sense of sound is what adds warmth and familiarity to what is happening on the screen. Although many current games employ 3D and even hyperrealistic images, the player is still only looking at pixels; the only “real” sense fully experienced by the player is sound. Granted, players aren’t hearing a “real” bird chirp or weapon fire—but the sound they do hear is an actual recording of the real object or a close reproduction of it. Whether it is a “real” sound or not, the impact is the same and the sound plays its specific role.
  • Setting the mood: Whether silly or serious, sound effects can help set the appropriate mood of a game through everything from simple button presses to ambience tracks. For example, games designed for the younger crowd, such as Putt-Putt Saves the Zoo, use fun, cartoony sounds to keep the mood light—while horror-themed games such as Resident Evil IV and Doom 3 make effective use of dark, eerie sounds.
  • Adding realism: The Medal of Honor series utilizes era-appropriate sounds that create authenticity and help players feel as if they are participating in 1940s conflicts. Sounds associated with weapons, aircraft, and vehicles are specifically designed to match those heard during that particular time in history. Background ambience is also used extensively in these types of games, suggesting that action is taking place all around the character.

C)
What is waveform,(wavelength,amplitude,frequency); pitch;hertz(Hz);decibel level (dB);sound generator(loudspeaker?)

Diagram showing the amplitude of a wave with its crests and troughs.
The amplitudea, of a wave is the distance from the centre line (or the still position) to the top of a crest or to the bottom of a trough. Be careful with this quantity - the centre line is not always given in a diagram. Amplitude is measured in metres (m). The greater the amplitude of a wave then the more energy it is carrying.
The wavelengthλ, of a wave is the distance from any point on one wave to the same point on the next wave along. (The symbol is a Greek letter, 'lambda'.) To avoid confusion, it is best to measure wavelength from the top of a crest to the top of the next crest, or from the bottom of a trough to the bottom of the next trough. Wavelength is also measured in metres (m) - it is a lengthafter all.
The frequencyf, of a wave is the number of waves passing a point in a certain time. We normally use a time of one second, so this gives frequency the unit hertz (Hz), since one hertz is equal to one wave per second.
Don't get confused with this quantity frequency. It is not a distance travelled by waves, nor is it a speed, although it is linked to both of these quantities. For water waves and sound waves the unit hertz is usually good enough but radio and TV waves have such a high frequency that the kilohertz (kHz) or even the megahertz (MHz) are better units.
D)
What is Foley?

 foley
ˈfəʊli/
noun
modifier noun: foley
  1. relating to or concerned with the addition of recorded sound effects after the shooting of a film.
    "a foley artist"

Here is short video explaining foley.
https://www.youtube.com/watch?v=OONaPcZ4EAs

E)
What is timbre?
timbre
ˈtambə/
noun
  1. the character or quality of a musical sound or voice as distinct from its pitch and intensity.
    "trumpet mutes with different timbres"

    "the Czech orchestra have just the right timbre for Smetana"
    • the distinctive quality or character of someone or something.
      "you must demonstrate your moral timbre as a human being"

Video link for a video about timbre.
https://www.youtube.com/watch?v=BLoM9bBr8lc