Showing posts with label HA9 - Tailor-made - Task 1. Show all posts
Showing posts with label HA9 - Tailor-made - Task 1. Show all posts

Tuesday, 11 October 2016

HA9 - Tailor-made - Task 1



Eaxample:
The Last Of Us

Image result for The last of usGenre – what type or category of game is it?
Action, Drama, Thriller……Zombies, Apocalypse, post-apocalyptic scenario, Survivors, strong script, real actors, real scenes. Film like environment and acting. Camera angles
Content - the way it looks and why. Its styling – words, images, sound, colors, fonts.
The Last of us is a beautiful game, filled with mesmerizing and  realistic nature that has overgrown on top of our urban environment. The games Hub is bland and white to match the blandness of the environment they live in. all the pictures and videos are made using natural and very bland colors, such as brown, green, grey, orange and black. Sounds in the game are also very natural and calming until trouble unfolds, or you’re fighting.

Construction - the way in which it is structured and how the interaction is constructed.
Starts like a film in the past, explaining what exactly happened/is happening, then moves to the present where a long time has past since the initial incident, teaching you how to defend yourself against the zombies. It the introduces the problem, and what the main character must do to overcome this problem/problems. And by the end, you have a very important choice. The game interacts with many quick time events, where the player must protect himself, giving the illusion that they're still playing a game, but still watching a film. The entire game basically only consists of scenes, that require the player to pay attention to as quick time events will show up.Starts like a film in the past, explaining what exactly happened/is happening, then moves to the present where a long time has past since the initial incident, teaching you how to defend yourself against the zombies. It the introduces the problem, and what the main character must do to overcome this problem/problems. And by the end, you have a very important choice. The game interacts with many quick time events, where the player must protect himself, giving the illusion that they're still playing a game, but still watching a film. The entire game basically only consists of scenes, that require the player to pay attention to as quick time events will show up.
Codes and conventions

Codes and conventions - Guaranteed and expected elements in this type of game, such as camera angles, music etc
Camera angles in a third person games are very important as they define the view the player will be experiencing as they play, especially when its a horror/thriller/action/adventure game. 
Codes - The camera being behind and following the character/player is definitely found in a third person game, along with the game being told by the events that happen, and not a mystical voice or unknown higher power. Being also a horror game, jump scares are to be expected.
Modes of address - This game is addressed in a formal way, as it is a very serious game. In all of its tailors it showcases the gore and violence within the game, including most of the threats that you will be facing in the game.

Devil May Cry

Image result for Devil may cryGenre – what type or category of game is it? Action Adventure Slasher. Big sword fights, big unrealistic mid air fights, a lot of action, based in urban cities, very linear campaign/story line, different weapons choices to use, Good main protagonist vs the antagonist.  Content - the way it looks and why: Devil May Cry maps are created based off of mythical locations that have relations to demons and angels, such as hell, or limbo. Other maps are simply representations of real life cities redesigned to fit scenes and style of game setting, which mostly needs to be dark and look unholy in some way/form. Despite the main cities not being real, they are very realistic and give unholy vibes to match the games setting. Most cities shown in the game start out to be normal, and very populated from at the beginning, and then shift or warp into dark demonic places the by the end of the campaign/main story line. The designers wanted it to represent the darkness that demons spread once they are released onto the human world, and they have done that very well. In Devil May Cry 3, the entire game was based in a demonic tower used to create the portal from the demon world to the human world,  and towards the end of the game, your journey through the tower serves you well as you must remember where some of the doors were when you first entered, even though now the tower has completely changed and warped into a demonic tower of darkness. The HUD of the game simply consists of the health bar and the currency you hold, including important items and the like. Other tools the player can use and weapons choices can also been seen, all of which being given a special demonic sense/look.