<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1314005430438904401</id><updated>2011-05-04T22:51:17.415+01:00</updated><title type='text'>No Help is Coming</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-2100578563508727681</id><published>2009-05-25T15:58:00.005+01:00</published><updated>2009-05-26T01:30:55.174+01:00</updated><title type='text'>Critical Evaluation</title><content type='html'>&lt;!--StartFragment--&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;I chose to look into survival horrors and the audio and visual semiotic codes they use to create immersion while playing. I decided to look into this because of the love I have always had of the genre and I have always been fascinated with the conventions used in games like &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; as, through playing them as I grew, I started to like being frightened by them. The adrenaline rush I attained while playing was, and still is, extremely exciting and I wanted to investigate how and why the audio and visual signs and codes used make us immersed in the game and ultimately make us frightened by what we see and hear.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="  ;font-family:Georgia;"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;I began by looking into the history of the genre by looking at the games &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Sweet Home &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;and &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Alone in the Dark&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; which are generally agreed to be founders of survival horror. Through this I discovered how many of the audio and visual semiotics found in the more modern survival horror games were influenced by those mentioned above, establishing atmospheres and fear tactics found in horror movies and transferring them to the video game experience. Puzzle-solving, item collection and fight-or-flee combat conventions were also heavily taken from the earlier titles of the genre.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Following this I focused my research more on the semiotics of survival horrors and started to look first glance at what makes a game scary. I touched on the ideas of fear of the unknown, the use of cutting off and hinting with audio and visual stimuli and the sudden scare, all tools used in the survival horror games I looked into. In addition to this, I experienced first-hand a survival horror situation when I traveled to forest in the dead of night. This allowed me to apply some of the theories I had come across so far in my research to reality, I was experiencing the fear tactics used in the survival horror genre. It was interesting to see how a variety of signs and signifiers built into a scary experience, how flashes of light and what seemed like figures through the trees sparked my imagination and heightened the fear levels.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;It was here that I started to feel a bit off course and decided to define exactly what I was looking into. I looked into the theory of semiotics and how texts create meaning through the use of signs, building into semiotic codes. Survival horrors use audio and visual codes to bring the game world to life and to frighten the player. For example, a disheartening, suspense fuelling soundtrack heightens levels of tension and foreboding; blood and gore signify could death and murder, bringing about fear to the player and atmosphere to the environment. My aim for this project was to look into how these codes are used via audio and visual channels to create a frightening, and therefore, immersive experience. I believe I could have touched much more on the term “immersion” when related to video games, but in this context I believe immersion is simply achieved when the player is successfully put on-edge and frightened by the gaming experience, proving that they are engrossed in the game.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="  ;font-family:Georgia;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;I then started to look at more academic sources of information and I became very interested with the theories of spatial navigation, cinematography and game audio, learning a lot along the way. I was able to look into the use of aesthetic codes via the use lighting and the subverting of the normal mise-en-scene of an area into a terrifying version of itself.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="mso-spacerun: yes"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Also I looked into how game audio could be used effectively and how technical codes were used in the form of game level structure to maintain tension and exhilaration throughout gameplay by not meandering on side-quests and unimportant areas of narrative.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="  ;font-family:Georgia;"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;I have enjoyed conducting this investigation as I feel that I have learnt so much more about the survival horror genre and its semiotic codes than when I first started. The use of horror film conventions and real-life psychology in these games has taught me just how and why certain audio and visual elements make me feel like I do when playing a survival horror which we allow me to apple them to the future games I play and hopefully create. However it has also opened my eyes to how the survival horror genre seems to be dying. Players are wising up to the ways in which these games are constructed, no longer finding the newer survival horror titles frightening (namely &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Dead Space&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;). The use of repetition in the genre has caused it to have to branch into new areas, leaving the old survival horror formulas behind in the last two generations, e.g. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil 4&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;’s much more action orientated approach. Hybridised games mixing survival horror semiotics and other genres are emerging, most notably &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Left 4 Dead&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. The question is whether or not game developers will be able to save this brilliant genre from extinction with new and fresh ideas, unlike the ones I have found in this investigation. To create a brand new and truly scary game experience innovation is key.&lt;span class="Apple-style-span"   style="  ;font-family:Georgia;font-size:16px;"&gt;&lt;span class="Apple-style-span"  style="  ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style=" ;font-size:13px;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span" style="  ;"&gt;&lt;span lang="EN-US"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span" style="  "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span" style="color: rgb(153, 0, 0);"&gt;Word Count: 858&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="  "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span" style="color: rgb(153, 0, 0);"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="color: rgb(153, 0, 0); font-family: 'courier new'; font-size: 13px;"&gt;For bibliography and sources, see bottom of page.&lt;/span&gt;&lt;/p&gt;  &lt;!--EndFragment--&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-2100578563508727681?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/2100578563508727681/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/critical-evaluation.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/2100578563508727681'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/2100578563508727681'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/critical-evaluation.html' title='Critical Evaluation'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-8183279707637607546</id><published>2009-05-23T12:28:00.003+01:00</published><updated>2009-05-23T13:06:41.007+01:00</updated><title type='text'>Aesthetic Codes and Lighting</title><content type='html'>&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;The original &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; is well known for it's pre-rendered environments and obstructing camera angles, leaving the player unknown to what is round the corner until they hear and or see for themselves. From my experience, the static camera angles found in the early &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; games heightened the fear of the unknown and the connection to reality, we can't see round corners in real-life. This emphasised the player/character's vulnerabilities, they are only human just like the player. As noted, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;"One key way in which survival horror games create their emotional effect is by maintaining a state of player vulnerability, often by suspending the player in a state of incomplete knowledge. The perceptual conditions for this state of vulnerability are enhanced through visual obscurity. Obscurity supports a sense of vulnerability (uncertainty) and is thrilling because it is makes the object of terror indistinct" &lt;/span&gt;&lt;/span&gt;&lt;a href="http://gamestudies.org/07010701/articles/elnasr_niedenthal_knez_almeida_zupko"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://speeddemosarchive.com/gfx/ResidentEvil2_2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="http://speeddemosarchive.com/gfx/ResidentEvil2_2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;A scene from Resident Evil 2, Claire is running toward camera, but the player does not know what she is running into. An empty corridor? More enemies? &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://blogs.gamefilia.com/files/imce/u504453/ResidentEvil2_6gr.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="http://blogs.gamefilia.com/files/imce/u504453/ResidentEvil2_6gr.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;The same with this scene. It seems as though the enemies have come from off-screen, how many more are there? Are they close by?&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;In addition to this, the use of darkness and light in survival horrors can be a tool to amplify the character's vulnerabilities. In &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Dead Space&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; much of the action takes place inside dimly lit rooms where certain objects and enemies are difficult to make out. Moments when cast shadows dart across walls and short snippets of enemy appearance in the dark make the unknown are much more deadlier place and remind us of the character's loneliness and vulnerability in the face of the overwhelming danger hidden in the shadows. &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;"...&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51); line-height: 16px; "&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;in Resident Evil 4, the darkest spaces occur when one is playing Ashley: the character with the fewest resources and greatest vulnerabilit&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;y" &lt;/span&gt;&lt;/span&gt;&lt;a href="http://gamestudies.org/07010701/articles/elnasr_niedenthal_knez_almeida_zupko"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;.&lt;/span&gt;&lt;span class="Apple-style-span" style="color: rgb(0, 0, 0); line-height: normal; "&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; However this has been subverted somewhat in the recent &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic; "&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resident Evil 5&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; where most of the game takes place in brightly lit, outside areas wheres enemies are clearly visible. But of course this leads to the argument of whether the most recent "survival horror" titles are actually survival horrors at all.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1] &lt;/span&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51); "&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Magy Seif El-Nasr, Simon Niedenthal, Igor Knez, Priya Almeida, Joseph Zupko, &lt;/span&gt;&lt;a href="http://gamestudies.org/07010701/articles/elnasr_niedenthal_knez_almeida_zupko"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Dynamic Lighting for Tension in Games&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;, Volume 7, Issue 1, 2007, retrieved on 23/05/2009.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-8183279707637607546?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/8183279707637607546/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/aesthetic-codes-and-lighting.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/8183279707637607546'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/8183279707637607546'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/aesthetic-codes-and-lighting.html' title='Aesthetic Codes and Lighting'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-1620551010057030503</id><published>2009-05-21T18:32:00.008+01:00</published><updated>2009-05-21T19:47:01.072+01:00</updated><title type='text'>Cinematography and Aesthetic Codes</title><content type='html'>&lt;span class="Apple-style-span" style="line-height: 17px; "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;"[Silent Hill]&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; is set in everyday places - cafes and gas stations, schools and hospitals. The ordinariness and familiarity make it all the more disturbing when things turn nasty. &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;In "An Introduction to the Modern American horror film" Robin Wood (1997) describes horror as involving "a simple and obvious basic formula … normality is threatened by the Monster" where normality, the monster and the frequently ambivalent relationship between the two, are all variables. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Silent Hill&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; fits Wood's horror formula.  Normality is threatened, trashed, by the monstrous... The innocent are imperiled. Hell has eviscerated the town's school and hospital. Harry has to rescue his daughter and oppose the evil haunting &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Silent Hill"&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[1]&lt;/span&gt;&lt;a href="http://www.gamestudies.org/0301/carr/"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[2]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  line-height: 17px;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="line-height: 17px; "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;This simple cinema formula can be found in many survival horrors where the normality is changed into something threatening. In &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Raccoon City is overrun by mindless zombies, in &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Dead Space&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; the USG Ishimura spaceship is diseased with aliens. What was once normal and has been subverted via the use of aesthetic signs and mise-en-scene. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  line-height: 17px;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamestudies.org/0401/issue-art/whalen/fig10.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 284px; height: 214px;" src="http://www.gamestudies.org/0401/issue-art/whalen/fig10.gif" border="0" alt="" /&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  line-height: 17px;font-family:'courier new';"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamestudies.org/0401/issue-art/whalen/fig11.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 285px; height: 214px;" src="http://www.gamestudies.org/0401/issue-art/whalen/fig11.gif" border="0" alt="" /&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;Above shows a bathroom in &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Silent Hill&lt;/span&gt;. One is virtually normal. The same bathroom changes into something much more dark and threatening as the game progresses. What was normal is now chilling.&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;However for this subversion to work the player/character still has to occupy a moral stand point which will find the change frightening. In other words, the player must still be a force of good, battling against the evil monster which is threatening the game world. &lt;span class="Apple-style-span"   style="  ;font-family:Verdana;font-size:16px;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;"Whatever players do in most horror-based games, they still have to occupy the position of an avatar of good. As a predetermined transcendent force, the moral occult is at work in the way these games channel the player through their labyrinths" &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;(&lt;span class="Apple-style-span"   style="  font-style: normal; font-family:Verdana;font-size:16px;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;Tanya Krzywinska 2002)&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style=" ;font-size:13px;"&gt;&lt;span class="Apple-style-span" style="font-style: italic; "&gt; &lt;/span&gt;[3].&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:'courier new';font-size:13px;"&gt; In most of the survival horrors I can think of, the protagonists are &lt;span class="Apple-style-span" style="font-style: italic;"&gt;made&lt;/span&gt; good by the way the enemies and the environments are created. The player/character does not want to die in the game so they must fight to live on, leading them to be the sign of good. The enemies make themselves evil by attacking, the player is made good because they're trying to survive.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  line-height: 17px;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://helldescent.com/wp-content/uploads/deadspace3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://helldescent.com/wp-content/uploads/deadspace3.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:10px;"&gt;Isaac's blue spine is actually his health bar and his gun shows the ammo, all in-game.&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  line-height: 17px;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;The way &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Dead Space&lt;/span&gt; uses aesthetic codes to create an immersive create experience isn't just through the environment and characters however, it is how, much like other survival horrors, the game does not use a Head's Up Display on screen. Every menu apart from the pause menu is activated and used while still in-game, unlike in &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil&lt;/span&gt; when you can pause the action to catch a breath while you heal yourself, &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Dead Space &lt;/span&gt;adds the danger that while you are fiddling in the inventory something can still sneak up and attack you. In addition to this the "health bar" and remaining ammo on your weapon are diegetic, as shown above. This heightens the loneliness of the character and amplifies the player-to-character relationship. We feel much more like we are Isaac and not just an someone watching and controlling an avatar. &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  line-height: 17px;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[1] &lt;/span&gt;&lt;span class="Apple-style-span"  style="  ;font-family:Verdana;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Wood Robin, 1997, "An Introduction to the modern American horror film" (1984) Excerpt from &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Reading Popular Narrative; A Source Book&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; Bob Ashley (ed.) London and Washington; Leicester University Press&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" line-height: 17px;font-family:Verdana;"&gt;&lt;span class="Apple-style-span"  style=" line-height: normal; font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[2] Diane Carr, &lt;/span&gt;&lt;a href="http://www.gamestudies.org/0301/carr/"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;GameStudies.org: Play Dead: Genre and Affect in Silent Hill and Planescape Torment,&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; retrieved on 18/05/2009&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;[3] &lt;span class="Apple-style-span" style="line-height: 17px; "&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Krzywinska Tanya, 2002,  "Hands-On Horror" &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;ScreenPlay&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; (eds Tanya Krzywinksa, Geoff King) London Wallflower Press&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-1620551010057030503?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/1620551010057030503/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/cinematography-and-aesthetic-codes.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/1620551010057030503'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/1620551010057030503'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/cinematography-and-aesthetic-codes.html' title='Cinematography and Aesthetic Codes'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-1636531596568683158</id><published>2009-05-20T22:45:00.008+01:00</published><updated>2009-05-21T19:42:31.672+01:00</updated><title type='text'>Horror Films and Game Audio</title><content type='html'>&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;"In general survival horror games rely on conventions of horror film sound to effectively create the mood of horror required for the game (echoing effects, screeching violins, dissonant bursts of symphonic noise at "startle" moments, etc.) but a psychoanalytic analysis reveals a shifted trajectory, at least in the case of Silent Hill. Neumeyer and Buhler (2001) write: In suspense films, subjective crisis and psychological rupture are often prominent themes, with the character experiencing a debilitating loss of centre, which is figured musically by the absence of a tonal centre. In horror films, the monster often embodies a kind of dystopian projection, a means of figuring unintended consequences of the system, which take musical shape as tonality gone awry to the point of incomprehension"&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: normal;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt; [1]&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.gamestudies.org/0401/whalen/"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;[2]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-style: normal;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;Above is an extract from an article by Zach Whalen as he argues the point that music in video games &lt;span class="Apple-style-span" style="font-style: italic;"&gt;"encourages and enhances the narrative experience of game play"&lt;/span&gt; &lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.gamestudies.org/0401/whalen/"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;[2]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;. As mentioned, he introduces the idea that survival horror games rely on the semiotic codes of horror film soundtracks to create effective moods, sometimes to the point that the music takes the shape of completely abstract and incomprehensible forms to show a degradation of the player's character and/or the environment's mental state. However not all survival horror's use this. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;The most common and memorable horror film sign however is silence. &lt;span class="Apple-style-span"  style=" ;font-family:Georgia;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;Silence in survival horrors and horror films usually means one thing. There are no threats or dangers, but there'll be one soon to shatter the silence and make the audience jump. When playing &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;Dead Space&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt; I found that the lack non-diegetic music in certain scenes helps build vast amounts of tension because of the way I was waiting for something to suddenly appear: the more time there was nothing there, the more I became on edge. As mentioned here, &lt;span class="Apple-style-span" style="font-style: italic; "&gt;"...the silence of the first scene puts the player on edge rather than reassuring him that there is no danger in the immediate environment, increasing the expectation that danger will soon appear. The appearance of the danger is, therefore, heightened in intensity by way of its sudden intrusion into silence"&lt;/span&gt; &lt;span class="Apple-style-span"  style=" ;font-family:georgia;"&gt;&lt;a href="http://www.gamestudies.org/0401/whalen/"&gt;[2].&lt;/a&gt;  &lt;/span&gt;Because of the signs I have grown accustomed to in horror films and other survival horrors, I'm aware of the codes and the cliche that an enemy will appear at some point, but I still don't know &lt;span class="Apple-style-span" style="font-style: italic;"&gt;how&lt;/span&gt; and &lt;span class="Apple-style-span" style="font-style: italic;"&gt;when. &lt;/span&gt;What would be even more frightening is that the enemies wouldn't appear at all, leaving you in a heightened state of tension until you start to think that there are no enemies at all until one creeps up behind you...&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1] Neumeyer, David &amp;amp; Buhler, James. (2001) Analytical and Interpretive Approaches to Film Music (I): Analysing the Music. In: Donnelly, K.J. (Ed.) Film Music: Critical Approaches. New York, The Continuum International Publishing Group&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;[2] Zach Whalen, &lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.gamestudies.org/0401/whalen/"&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Game Studies - Play Along - An Approach to Videogame Music, &lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Volume 4, Issue 1, November 2004, retrieved 20/05/09&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-1636531596568683158?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/1636531596568683158/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/horror-films-and-game-audio.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/1636531596568683158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/1636531596568683158'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/horror-films-and-game-audio.html' title='Horror Films and Game Audio'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-564922876434174751</id><published>2009-05-19T19:54:00.001+01:00</published><updated>2009-05-24T22:53:02.556+01:00</updated><title type='text'>Audio Codes and Scary Sounds</title><content type='html'>&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Through playing survival horrors I have grown to really appreciate the fear induced by sounds and music in-game. The soundtrack to the &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; series for example is one of my all-time favourites, not just because I find the music enjoyable to listen to, but because of how the music makes me feel while I listen to it. I believe that a survival horror without an effective soundtrack and sound effects is extremely detrimental to the game experience. Of course, silence can be a fantastic tool to create tension, but when the entire mood and atmosphere of a game is summed up in a musical score, playing the game becomes much more immersive, in my opinion. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Looking at the article I previously read by Diane Carr, I found a helpful excerpt which notes about the use of sounds and music in the game &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Silent Hill.&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; "&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 17px; "&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Silent Hill&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; uses suggestive and worrisome noises like footsteps, wing beats, bad plumbing. Harry carries a disconcerting radio that cracks with squeaky static when monsters are around. As Jonathan Ree has pointed out, spooky noises are an excellent way to give us the creeps as "the spatial indeterminacy of sound means that auditory illusion can be even more disconcerting than either optical or visual ones" (Ree, 1999). &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Silent Hill&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; wants its players to be frightened, and the sounds of the game world move into our own space" &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[1]&lt;/span&gt;&lt;a href="http://www.gamestudies.org/0301/carr/"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[2]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. Much like when the visual stimuli is cut off, limiting the amount of knowledge about a space through the medium of sound is an excellent way of creating a variety of images in the player's mind. The technical semiotics used allow our brains to ponder on what might be making certain sounds and whether we should be afraid or not. For example, you hear a groaning off screen, zombies are in the room with you but you don't know where yet. Another great example is the use of sound in the recent game &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Dead Space&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;, where footsteps, falling pipes on metal and shouts are heard on a loop in the background. The tutorial narration is voiced over the spaceship's intercom system by a machine, amplifying the loneliness of the character. When I experienced this the audio kept me alert to every sound around me as I then could not tell which was in the current environment or just the soundtrack, heightening the fright level when I actually did see a grotesque alien running towards me. In addition to this, the collectable audio logs from the ship's now dead crew allow the player's mind to wander into the emotions of the characters as they face death, something which I believe the short musical pieces from the &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Biohazard (Resident Evil) Orchestra Album&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; convey even without words.&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;align="center"&gt;&lt;div style="width:300px;"&gt;&lt;object width="300" height="110"&gt;&lt;param name="movie" value="http://media.imeem.com/m/N7LAoMCwix/aus=false/"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://media.imeem.com/m/N7LAoMCwix/aus=false/" type="application/x-shockwave-flash" width="300" height="110" wmode="transparent"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;div style="width:300px;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="width:300px;"&gt;&lt;div style="width:300px;"&gt;&lt;object width="300" height="110"&gt;&lt;param name="movie" value="http://media.imeem.com/m/MRy1ftBFxL/aus=false/"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://media.imeem.com/m/MRy1ftBFxL/aus=false/" type="application/x-shockwave-flash" width="300" height="110" wmode="transparent"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:13px;"&gt;The soundtrack in any game is something I always listen out for and I love to hear original and moving pieces which a relevant to the game. The two pieces I picked above are from &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil&lt;/span&gt; (for music locations see below) and I found them to be both very memorable by how the pieces both tug at the heart strings while playing and create tension at the same time. "The First Stage" in particular, to me, has a mood of sorrow and sadness but changes to short, sharp notes which convey feelings of danger and evil. The inclusion of human voices through the use of an almost heavenly choir seems to thicken the atmosphere greatly, subverting the ethereal sound into something unsettling.  &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:13px;"&gt;To be continued... &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="line-height: 17px; "&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[1] Ree Jonathan, 2000, &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;I See a Voice; A Philosophical History of Language, Deafness and the Senses, &lt;span class="Apple-style-span" style="font-style: normal;"&gt;Flamingo&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;br /&gt;[2] &lt;/span&gt;&lt;a href="http://www.gamestudies.org/0301/carr/"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;GameStudies.org: Play Dead: Genre and Affect in Silent Hill and Planescape Torment,&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; Diane Carr, retrieved on 18/05/2009&lt;/span&gt;&lt;/align="center"&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;"The First Stage" is taken from the start of Resident Evil 3 when Raccoon City is at the height of it's destruction from the T-Virus. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;"Secure Place" is a leitmotif associated with the typewriter safe rooms in the &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; series. These are usually the only guaranteed safe places in the games where no zombies are found. The music reflects the feeling of safety, tinged with the knowledge that you've got to leave and face the danger again to survive. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Both tracks are by Kazunori Miyake and Masami Ueda.&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-564922876434174751?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/564922876434174751/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/audio-codes-and-scary-sounds.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/564922876434174751'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/564922876434174751'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/audio-codes-and-scary-sounds.html' title='Audio Codes and Scary Sounds'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-1371153012123679145</id><published>2009-05-18T21:30:00.005+01:00</published><updated>2009-05-18T23:02:10.910+01:00</updated><title type='text'>Spatial Navigation</title><content type='html'>&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;So as I continue my research into the semiotic codes of survival horrors, and at the moment the first three &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; games, I have been reading some more academic texts on the audio and visual elements of the genre. I came across an article on &lt;/span&gt;&lt;a href="http://www.gamestudies.org/"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;GameStudies.org&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; by Diane Carr which mentioned many important elements about the survival horror genre, taken from the game &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Silent Hill. &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: normal;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;T&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;he article mentioned Janet Murray's &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Hamlet on the Holodeck&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; and how it described two spatial navigations in interactive texts: &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;"Electronic environments offer the pleasure of orienteering in two very different configurations, each of which carries its own narrative power: the solvable maze and the tangled rhizome"&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; (Murray, 2000) [1]. Survival horror games like &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Silent Hill&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; and &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; use the solvable maze structure in its environment design to maintain tension and propel the player forward. As mentioned in said article "...while a player could endlessly run around and around the same block, the location would be soon emptied of its potential to divert or surprise... Once the monsters have been killed, the locks opened or the puzzles solved, there is nobody to talk to and not a lot to see.  Players are urged to keep moving"&lt;/span&gt;&lt;a href="http://www.gamestudies.org/0301/carr/"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[2]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. I have noticed this technical semtiotic code in the survival horror games I have played through various signs which connote the linear narrative progression. Puzzles which must be completed to progress and one way environments which must be explored to succeed are examples of this. &lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; font-size: 13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;To reiterate the point, the solvable maze configuration is seemingly used in the purest survival horror games as it allows the tension and fear of the game to be kept afloat while playing as it does not allow the player to deviate on other quests on the side. &lt;span class="Apple-style-span" style="font-style: italic;"&gt;"Silent Hill's tight, maze structure fuels its ability to frighten its users. Silent Hill is able to maintain tension (more or less) throughout because it refuses to be diverted or slowed by elucidation"&lt;/span&gt; &lt;a href="http://www.gamestudies.org/0301/carr/"&gt;[2].&lt;/a&gt; Even though it could be argued that not all survival games are 100% like this, as there will always be open-ended rhizome areas to explore at some points, I believe the idea that the linear narrative progression and environment design really does add to the maintaining of the game atmosphere created through the set pieces, soundtrack and the other audio and visual codes in survival horrors. &lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;br /&gt;[1] Murray Janet H, 2000, Hamlet on the Holodeck; The Future of Narrative in Cyberspace Cambridge MA MIT Press  (3rd printing).&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; "&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;[2] &lt;/span&gt;&lt;a href="http://www.gamestudies.org/0301/carr/"&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;GameStudies.org: Play Dead: Genre and Affect in Silent Hill and Planescape Torment,&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt; Diane Carr, retrieved on 18/05/2009&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-1371153012123679145?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/1371153012123679145/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/spatial-navigation.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/1371153012123679145'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/1371153012123679145'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/spatial-navigation.html' title='Spatial Navigation'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-5105425963530977566</id><published>2009-05-09T12:51:00.003+01:00</published><updated>2009-05-24T23:11:53.835+01:00</updated><title type='text'>Defining Semiotic Codes</title><content type='html'>&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Before I continue I should define the what semiotics are and the semiotic codes I am using/will use to best investigate the use of them in the survival horror genre. &lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Semiotics is the study of signs and texts within society. Founded by Ferdinand De Saussere in 1916, it introduces the idea of finding our own meanings from these signs and constructing codes that build layers of meaning for the audience to decipher. According to semiotics, visual and audio languages are constructed within texts (which can be virtually anything) which cultures can then create meanings to. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;As noted by C.S. Pierce's Categories of Signs&lt;/span&gt;&lt;a href="http://plato.stanford.edu/entries/peirce-semiotics/"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;, semiotics are built through:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Symbols - meanings created by a consensus (e.g. The Red Cross)&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Icons - when the visual/audio/language resembles what they signify (e.g. a picture of a dog signifies a dog, a shambling model of a zombie signifies a zombie)&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Index - when the visual/audio/language signifies an action in context.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;And through these, codes are created. These are constructed with different elements where signs are put together to create meaning for the audience to become affected by. For my project I want to only look into the audio and visual elements of survival horror games, so I will only be looking into using certain semiotic codes to analyse the genre. Common Codes such as &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;commodity&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;aesthetic&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;and&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; &lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;technical&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; cover the ideas of clothing, apparel and character design (commodity), the colour scheme and general look and feel of the game (aesthetic) and the way the game is editted and constructed narratively (technical). Technical Codes could also be used to look into the ideas of &lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;game &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;genre&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; and how the survival horror genre as a whole has created meanings intertextually about which signs make up the game experience.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;To add more to this, the idea of the "repertoire" introduced in &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Understanding Video Games&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; helps explain how signs and codes in texts allow the player to understand how to approach a game and how to feel, an important point when dealing with survival horrors. The repertoire in this context means the knowledge we already have about certain texts and the feelings we associate with their elements. &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;"Knowledge of the  survival horror genre of video games. This includes basic premises such as: kill all monsters; pick up all objects because they might help solve puzzles; there is a boss, or monster, that is especially difficult to kill at the end of each level or area"&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; [2]. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; font-size: 13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; font-size: 13px;"&gt;In relation to survival horrors, the repertoire we (possibly) have about them and the horror movie conventions they use are brought to the forefront of out minds when it is activated by the audio and visual signs in the game world. As noted, "&lt;span class="Apple-style-span" style="font-style: italic;"&gt;The repertoire is activated by "clues" in the game - everything from the creepy sounds when you go up the stairs to the dark rain on the fresh tombs - which indicates that we are immersed in a survival horror game" &lt;/span&gt;[2]. When a certain sign appears which we associate with tension and fear etc. (e.g. a crash in another room or complete silence when moving through an area) our repertoire comes into life and we start the analyse the situation. Should I be afraid? What could have made that noise? The zombie is moving slowly maybe I can outrun him! It is what we decipher from the semiotic codes from our repertoire (or lack of one) which can heighten tension, give us a battle plan or make us run in fear, ultimately covertly immmersing the player in the process.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1] &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://plato.stanford.edu/entries/peirce-semiotics/"&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Peirce's Theory of Signs&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style=" ;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;, 13/10/2006, retrieved on 16/05/2009&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; font-size: 13px;"&gt;[2] &lt;span class="Apple-style-span" style="font-size: small;"&gt;Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca, 2008, Understanding Video Games: The Essential Introduction, Taylor &amp;amp; Francis&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-5105425963530977566?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/5105425963530977566/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/defining-semiotic-codes.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/5105425963530977566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/5105425963530977566'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/05/defining-semiotic-codes.html' title='Defining Semiotic Codes'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-8370808194609650302</id><published>2009-04-15T21:48:00.000+01:00</published><updated>2009-05-20T22:08:55.787+01:00</updated><title type='text'>Practical Analysis: Resident Evil</title><content type='html'>&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Now I will start my primary research into how the first three &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; games, which I believe are all very similar and fall under the same umbrella (ha, get it?), use audio and visual elements to create fear and tension. I will look into the pinnacle moments in these games; the events, the characters and the environments which may be used to build an immersive and frightening gaming experience. &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Following this I will test my own personal accounts of these games against secondary research and opinion. Additionally, I will also have a bit of fun and ask some of my friends to personally play the games I will look at and video their responses while playing.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;But that's all (hopefully) to come!&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;PRESS START&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;NEW GAME&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;*Deep, intimidating voice sneers*&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;"Resident Evil"&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Immediately, considering whether you find this narration humorous or terrifying, you know this is something special. And somewhat proud- the game creators had the confidence to sneer at the player in an almost Vincent Price-esque manner, a possible sign of the game's self-assurance. It knows (or at least hopes) you're going to be scared by this game, and players are hopefully going to be rattled by it. &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;The original Resident Evil had a hold on the survival horror genre straight from its 1996 release. The trademark moments in-game cemented its place in PlayStations around the world and allowed many sequels to be spawned.&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.games.net/features/images/117141_5.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 250px; height: 211px;" src="http://www.games.net/features/images/117141_5.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;As you move along the corridor you hear a tap on the window. &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;Keep on walking and the dogs will make a sudden entrance.&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;One of the first and most notable moments in the game is, of course, the zombie-dogs crashing through the window in &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;that&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; corridor. This kind of cheap scare became a staple fear device in the rest of the series, with enemies popping round corners, out of walls and a host of other places. The problem I found with this however is how, when playing, the player starts to become desensitized. As I was progressing through the game I found myself gradually not becoming as frightened by the things that would jump out at me. Certain clues would start to give away when an enemy would appear, like when you haven't seen one for a while or you see something which quickly darts out of view. As I've already wrote, this can be disturbing. You don't know what it is, where it's gone and when it will attack, but after a while I found myself being prepared for anything that would appear. This raises questions of how to avoid this happening and what games would have to do to keep this type of cheap but useful scare tactic fresh and exciting.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style=" ;font-size:13px;"&gt;Regardless of it's life value, the "sudden appearance" scare still had an effect on me while I was playing. Going back to my first example of it, the zombie dogs, I was still shocked by their entrance, bringing me into the game experience and allowing me to expect things like that to happen again. But what if they didn't? What if the cheap scare was only a precursor to the rest of the scares in-game, making us believe that all we are going to see are monsters popping up, when really new and fresh scare tactics await the player? Unfortunately for &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style=" ;font-size:13px;"&gt;Resi,&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style=" ;font-size:13px;"&gt; the series has always relied on the cheap scare, just as horror films have. But to truly scare players nowadays, who are wise to the ways of the survival horror genre, something new must be introduced to keep the fear flowing. But what? &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-8370808194609650302?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/8370808194609650302/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/04/practical-analysis-resident-evil-1-2-3.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/8370808194609650302'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/8370808194609650302'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/04/practical-analysis-resident-evil-1-2-3.html' title='Practical Analysis: Resident Evil'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-5625991178798500940</id><published>2009-04-03T00:43:00.000+01:00</published><updated>2009-04-05T14:55:10.235+01:00</updated><title type='text'>I swear I just saw something.</title><content type='html'>&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new';"&gt;But before I analyse &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil...&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Tonight was interesting. So I thought I'd quickly note down what happened. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Admittedly a trip to a forest late at night wasn't intentionally educational (educational being relevant to what I'm investigating at the moment), but after &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;traipsing around in the pitch black with only a few torches you start to question what you are actually afraid of. Until you see what looks like a figure in the distance.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;There were 6 of us, me included, with 4 torches. I think. The moment I stepped out of the car I knew I was in a scene reminiscent of a horror film. Teenagers go off to forest, say they'll be right back, and don't. We did, and I knew we would. There was nothing in that forest except the unknown. Which was exactly what was scary. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Of course, this has an obvious connection to survival horrors. As noted in this brilliant article I found on &lt;/span&gt;&lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=22388"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;GamaSutra&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;, the kind of scares I was experiencing were created out of nothing but my own imagination running wild. As the article states, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;"Being visual creatures, humans are most comforted by sight because of our ability to discern objects, action and consequences based on a picture"&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. With only the ability to see only a few metres ahead, I was unable to know what we were walking into, or more importantly, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;who&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; we would walk into. On top of this horror fiction cliche, it was also unbelievably foggy, just the perfect night to get spooked in the middle of nowhere and not see the axe murderer who was probably watching us walk into his trap. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;All of the survival horror games I've ever played have utilised this obvious but incredibly powerful tool. Who knows what's round the corner? In the game world, anything is possible. We wouldn't (hopefully) see zombies shuffling towards us in the real world, but in game imagination is endless. Anything could pop from anywhere. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;So as I clutched my feeble wind-up torch, glancing around quite a bit for some sign that there in fact was something there, there suddenly was. I saw a moving light, and later on, what looked like a figure. Just thinking that you've seen something that has any similarity to an object with it's own mind can set your adrenaline pumping.  Even the smallest things can mess with you when you only see a small part of them. As mentioned in said article, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;"Even if visual stimuli is used, limiting or obfuscating the player’s view can enhance the horror in a game, especially if the player sees it for an incredible short time. This can hint both at the difficulty of an upcoming encounter, or even allude to matters earlier in the narrative that the player will soon have to face". &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;You've seen something ahead, now you know what you're dealing with, but it's disappeared. Where has it gone? Has it seen you? &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;Condemned &lt;/span&gt;and &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil &lt;/span&gt;have used this technique, like many other games, very well. In the former, enemies may make an early appearance just as you enter a new area and hide. You know you have to progress past them and you know that they're there, but you don't know when or where they will strike. I found myself moving very slowly throughout the course of &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Condemned, &lt;/span&gt;the fear of not knowing when you're going to get hit by a 2x4 piece of wood is not something to run head first into. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil &lt;/span&gt;is also guilty of using snippets of enemies which disappear as soon as you hear/see them. My personal favourite is the famous debut of the Licker in &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil 2&lt;/span&gt;. As you move along a corridor in the police station, with no sounds of zombies groaning off screen, something 4-legged crawls across one of the windows you pass by. As soon as you take a second look, it's not there anymore. Immediately this triggers feelings of caution in me, you know that you're going to have to face it. And you do, sooner than you expect. Walk up to that puddle of blood and the FMV introducing the Licker dangling from the ceiling kicks in. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;No more unknown.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;Now, you've got to deal with what you've found.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style="  ;font-family:'courier new';font-size:13px;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;[1] &lt;/span&gt;&lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=22388"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;GamaSutra: Opinion - What makes a Horror Game Scary?&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;, 27/02/09, Nayan Ramachandran. Retrieved on 03/04/09.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-5625991178798500940?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/5625991178798500940/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/04/i-swear-i-just-saw-something.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/5625991178798500940'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/5625991178798500940'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/04/i-swear-i-just-saw-something.html' title='I swear I just saw something.'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-3056602631819148561</id><published>2009-04-01T14:00:00.000+01:00</published><updated>2009-04-05T14:54:13.500+01:00</updated><title type='text'>Enter the world of survival horror...</title><content type='html'>&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;...is a quote straight from the original 1996 &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; on the Sony PlayStation&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;,&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;the game that, from that one line, coined a brand new genre of digital gaming. Even though there were games beforehand which set the foundations of Capcom's ground-breaking title, it wasn't until then that the genre entered the mainstream. Since then the &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Resi&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; franchise has gone on to sell in excess of 34 million copies worldwide and with such commercial and critical success over the years, the survival horror genre must have sank its teeth into the public's neck pretty firmly as even today the genre is still going strong &lt;/span&gt;&lt;a href="http://ir.capcom.co.jp/english/news/html/e080304.html"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. &lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; "&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Even though &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Alone in the Dark &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;and &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Sweet Home&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt; created many of the conventions that &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Resident Evil &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;would then use, notably the lone main characters and spooky environments, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Resi&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt; would then take these much further. The gameplay has a direct link to &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Alone in the Dark's&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt; puzzle and combat combination. Characters have to roam around the Arklay Mansion to complete puzzles to progress further in the game, while having to fend off the zombies and various other creatures which clog the corridors. The inventory system was much more of a new feature however, and introduced the ideas of item collection. When the player found a new item, they may not have enough to space to store it, even if they need it for a puzzle they are currently completing on the other side of the mansion. Also, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: 13px; "&gt; would allow the player to combine certain items together to create new ones, adding many more possibilities to the puzzle process. Maybe you need combine those plate pieces together so they fit in the indentation?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i11.photobucket.com/albums/a195/SnakeLinkSonic/resi1psx_003-large.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://i11.photobucket.com/albums/a195/SnakeLinkSonic/resi1psx_003-large.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;div style="text-align: center;"&gt;The opening scene from &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil.&lt;/span&gt; Note the pre-rendered backgrounds and static camera angle.&lt;/div&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Combat is restricted by a distinct lack of ammunition for guns, the most useful weapons for zombie disposal. When this dries up, the player will have to resort to very weak knife attacks, leaving them extremely vulnerable to attack themselves, or flee altogether. This leads to a much more frightening experience when you come across an enemy and you can't defend yourself appropriately. Zombies can be outran quite easily, except at close quarters, and the later enemies are much more proficient. When you've been attacked many times your running speed decreases, you are more vulnerable, heightening the tension. When this happens, it's much like a game of cat and mouse, and you are the mouse. In addition to this, the plot elements of the game can be furthered by finding documents around the mansion, reminiscent of &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic; "&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Alone in the Dark, &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;while the game also restricts the use of saving the player's game progress by only allowing them to save when they find a typewriter. Placed in a variety of places, they can only be used with an ink ribbon. When you've run out of ink ribbons, you can't save your progress. If you die you go straight back to where you started from previously, furthering heightening the fear and tension of the game. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; font-size: 13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'courier new'; font-size: 13px;"&gt;Now, I will analyse the audio and visual elements of the original &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil&lt;/span&gt; and assess just why it became so popular at the time from the scares it produced, and how they managed it. Also, I will look into whether it's still frightening now and whether we can still become so immersed in the game that we forget where we are and become scared silly. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;[1] Capcom &lt;/span&gt;&lt;a href="http://ir.capcom.co.jp/english/news/html/e080304.html"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Press Release&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. Retrieved 01/04/2009&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-3056602631819148561?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/3056602631819148561/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/04/enter-world-of-survival-horror.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/3056602631819148561'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/3056602631819148561'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/04/enter-world-of-survival-horror.html' title='Enter the world of survival horror...'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1314005430438904401.post-808766629710547712</id><published>2009-03-30T02:25:00.000+01:00</published><updated>2009-04-13T22:39:26.705+01:00</updated><title type='text'>Let's start at the very beginning, a very good place to start...</title><content type='html'>&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;So, what is survival horror? And where did it come from? Many believe that the first ever survival horror game was a 1989 Famicom game called &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Sweet Home&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. Loosely based on the horror film of the same name which was produced alongside the game, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Suito Homu, &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;it followed a group of teenagers who become trapped in a haunted mansion filled with puzzles and dangerous creatures. Shinji Makima claimed this game to be much of an inspiration to him when developing &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;, most notably the door loading screen animations and the similar setting which the original &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; would also use. Also, each character has their own set of skills and equipment which no-one else can use, e.g. Kazuo has a lighter and Akiko who can use her health kits to heal teammates, something which the characters in &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil&lt;/span&gt; would also mimic. Additionally, the name &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; seems to take its name from a note found in &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Sweet Home&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;, which reads: 'house of residing evil'. &lt;/span&gt;&lt;a href="http://www.ntsc-uk.com/feature.php?featuretype=edi&amp;amp;fea=SurvivingHorror"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[1]&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.ntsc-uk.com/features/edi/SurvivingHorror/03.jpg" style="text-decoration: none;"&gt;&lt;img style="text-decoration: underline;display: block; margin-top: 0px; margin-right: auto; margin-bottom: 10px; margin-left: auto; text-align: center; cursor: pointer; width: 256px; height: 224px; " src="http://www.ntsc-uk.com/features/edi/SurvivingHorror/03.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;A scene from &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Sweet Home.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;After &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Sweet Home&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; there was one title that would act much more as a precursor to the horrors of &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil. &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;In 1993 &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Alone in the Dark&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; was released sporting puzzle-driven, find-the-clues gameplay while being, you guessed it, trapped in a mansion. The game used many character designs that would become staples in later survival horror titles, notably the inclusion of zombies and giant animals (some of which can not be killed and need to be escaped from). Rated as the tenth scariest game of all-time by X-Play &lt;/span&gt;&lt;a href="http://www.g4tv.com/thefeed/blog/post/658946/XPlay_Top_10_Scariest_Games.html"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[2]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;, it wasn't until its third installment that it mixed the puzzle solving elements with aspects of combat, a convention adopted in later games &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; and &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Silent Hill&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. Aswell as this, &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Alone in the Dark&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; was one of the first games to feature the mix of 3D models on 2D graphics, something which &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Resident Evil&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; would take much further and use for the majority of its games until the much more action-oriented &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Resident Evil 4&lt;/span&gt; &lt;/span&gt;&lt;a href="http://www.ntsc-uk.com/feature.php?featuretype=edi&amp;amp;fea=SurvivingHorror"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;[1]&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;. &lt;/span&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Alone in the Dark &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;drew much inspiration from the writings of horror-fiction writer H.P. Lovecraft, whose chilling works were wracked with misanthropy. M&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;any of his writing conventions were applied to the letters found around the mansion- one line is particularly frightening, "They will find my body but will not have my soul". &lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;a href="http://www.escapistmagazine.com/articles/view/issues/issue_51/310-Dreading-the-Shadows-on-the-Wall"&gt;[3]&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Which brings us to this happy fellow below...&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"   style=" ;font-family:'courier new';font-size:13px;"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 300px; height: 380px;" src="http://images4.wikia.nocookie.net/residentevil/images/thumb/0/03/Licker0.jpg/525px-Licker0.jpg" border="0" alt="" /&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;A Licker, blind but deadly.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:Georgia;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;&lt;span class="Apple-style-span" style="color: rgb(85, 26, 139); text-decoration: underline;"&gt;[&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;1] Davies, Jamie. &lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.ntsc-uk.com/feature.php?featuretype=edi&amp;amp;fea=SurvivingHorror"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;"Surviving Horror: a brief timeline of evil"&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;. NTSC-uk. Retrieved on 30/03/2009&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;[2] &lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.g4tv.com/thefeed/blog/post/658946/XPlay_Top_10_Scariest_Games.html"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;"The Scariest Games of All-Time Episode"&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt; X-Play 6111 (10/25/2006). Retrieved on 31/03/2009 &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-family:'courier new';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;[3] Zenke, Michael. &lt;/span&gt;&lt;a href="http://www.escapistmagazine.com/articles/view/issues/issue_51/310-Dreading-the-Shadows-on-the-Wall"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;"Dreading the Shadows on the Wall"&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;. The Escapist. Retrieved on 31/03/2009&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1314005430438904401-808766629710547712?l=nohelpcoming.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://nohelpcoming.blogspot.com/feeds/808766629710547712/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://nohelpcoming.blogspot.com/2009/03/lets-start-at-very-beginning-very-good.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/808766629710547712'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1314005430438904401/posts/default/808766629710547712'/><link rel='alternate' type='text/html' href='http://nohelpcoming.blogspot.com/2009/03/lets-start-at-very-beginning-very-good.html' title='Let&apos;s start at the very beginning, a very good place to start...'/><author><name>deep city lights.</name><uri>http://www.blogger.com/profile/13982668492776305894</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry></feed>
