caitlinmcthd104-blog
caitlinmcthd104-blog
THD104, Caitlin McCann Research blog
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Additional information
-The gaming industry is known as “…one of the most profitable entertainment industries in the world”
Tech Crunch. The history of gaming: An evolving community. Available at:  https://techcrunch.com/2015/10/31/the-history-of-gaming-an-evolving-community/?guccounter=1&guce_referrer_us=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_cs=MUy4HkMTXbo8stC59UCrBg (28/03/2019)
-“Video games have been a reflection of the times”
-Globalisation questions where things belong. Due to this, we don’t know if games are from Japan, the USA or Europe
-The biggest change in the video game industry is the switch between 2D and 3D
-Due to society not liking death in video games, the industry rebelled and made more gory and violent games, like doom
-Many parents feared video games, as they thought it taught their kids to kill
-Some critics believe that video games can be our downfall or our salvation
-Video games were also used to help people coming out of the war with PTSD, with the use of VR
-Generation X was the first generation to appreciate games and see it as an art form but was also seen as the slacker generation
-MMO games showed that people didn’t wanna play games by themselves, they wanted to connect to others
-It was predicted by 2008, the video games industry would be making more money than the music and film industry combined
-Tancred Dyke-Wells describes Japan as having ‘The really cool, radical looking games almost always emerge from Japan’, because of the word “looking”, suggests that he only thinks the game's appearance is cool and radical and not the actual content of the game 
Discovery Channel (2007) Youtube, The rise of the video game. Available at:                          https://www.youtube.com/watch?v=3u3Hc13wzHE&list=PL7pR4VQWTJJGa9FNLBrD5PzSidIsg_L8T (23/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: The gaming industry in the 1970s
-1972, Ralph Baer published the Magnavox Odyssey, and it allowed for gaming at home, instead of going to the arcade. It sold 350,000 units until it was discontinued
-PONG was created In 1972, it invited more people to the gaming industry and went on to “…sell more than 35,000 units over the years”
-The late 1970s was the era of arcade gaming
-Japan was at the top of the gaming industry due to “space invaders”, 1978
-Space invaders invited more players to a highly addictive game and due to this parents banned their kids from playing the game, as the kids began to steal coins from their parents to play the game more
-In the late 70s, it is said that the “…two most successful arcade gaming companies of the era were Namco and Atari”
-Other popular video game companies of the 1970s, were mostly based in Japan called “Sega, Nintendo, Capcom” and “Konami”
-Pac-man was released in the 70s and was the first video game protagonist
(16/09/2019)acyentertainment.The gaming industry in the 70s- rise of arcade video games. Available at: http://www.acyentertainment.com/blog/gaming-industry-70s-rise-of-arcade-video-games/ (15/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Europe and the USA’s influence on Japan’s gaming industry
-Wolfenstein 3D was one of the most popular 3D, first-person shooter games at the time
in 1993, ‘Doom’ came out and changed everything. Influenced Japan to create 1st person shooters and work with 3D games (contributed towards Resident evil, metal gear)
-Influence Japan by creating the gaming industry
-Japan took American culture and mad it better
-Japan made it their own, with interesting character designs, and emotional storylines
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Best selling games of 2018
NPD’s best selling games of 2018
1.Red dead redemption 2 (Rockstar) (American)
2.Call of duty black ops 4 (Activision) (American)
3.NBA 2019 (2k sports) (American)
4.Madden NFL 19 (EA) (American)
5.Super Smash Bros. ultimate (Nintendo) (Japanese)
6.Marvels spiderman (Published by Sony, Made by Insomniac games) (Japanese and American)
7.Far cry 5 (Ubisoft) (France)
8.God of war 2018 (Published by Sony, made by SIE Santa Monica studio) (Japanese and American)
9.Monster hunter world (Capcom) (Japanese)
10.Assassins creed odyssey (Ubisoft) (France)
Grubb, Jeff. NPD 2018: The 20 best-selling games of the year. VentureBeat. Available at:  https://venturebeat.com/2019/01/22/npd-2018-the-20-best-selling-games-of-the-year/ (13/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research:popular and influential games between (2000s- 2010s)
2000s-2010
-2000=The sims
-2001=Silent hill 2, Halo, GTA 3
-2002=Splinter cell, Ratchet and Clank, Metroid Prime
-2004=World of Warcraft, GTA San Andreas, Half-life 2
-2005=God fo war, Resident Evil 4, Guitar Hero
-2006= Final Fantasy XII, Elder Scrolls IV: Oblivion, Wii sports, bully (1 of the worst years in gaming)
-The 2007=Mass effect, Rock band, Super Mario Galaxy, COD 4: Modern Warfare, Bioshock, Portal
-2008=Fallout 3, Mirrors edge, 
-2009=Assassins creed 2, Borderlands, (another bad year for gaming)
-2010=Fallout: New Vegas, COD Black ops, Heavy Rain, God of war 3, Red dead redemption 
-2011=Battlefield 3, Batman Arkham City, The elder scrolls: Skyrim, Dark Souls, Minecraft 
-2012=Diablo 3, The walking dead: season one
-2013=Tomb raider, Legend of Zelda, a link between worlds, GTA 5, The last of us
-2014=Alien Isolation, Bloodborne
-2015=The witch 3: wild hunt
-2017- Pubg, Destiny 2, Fortnite
(05/11/2009)Paste. The 20 best video games of the decade (2000-2009). Available at: https://www.pastemagazine.com/blogs/lists/2009/11/the-20-best-video-games-of-the-decade.html (15/04/2019)
Kohler, Chris (12/24/2009)Wired. The 15 most influential games of the decade. Available at: https://www.wired.com/2009/12/the-15-most-influential-games-of-the-decade/ (15/04/2019)
(01/03/2014) Thetoplister. Top 10 video games of 2002. Available at: https://thetoplister.wordpress.com/2014/03/01/top-10-video-games-of-2002/ (15/04/2019)
(27/04/2014) Thetoplister. Top 10 video games of 2004. Available at: https://thetoplister.wordpress.com/2014/04/27/top-10-video-games-of-2004/ (15/04/2019)
(18/05/2014) Thetoplister. Top 10 video games of 2005. Available at:https://thetoplister.wordpress.com/2014/05/18/top-10-video-games-of-2005-2/ (15/04/2019)
(28/05/2014) Thetoplister. Top 10 video games of 2006. Available at:https://thetoplister.wordpress.com/2014/05/28/top-10-video-games-of-2006/ (15/04/2019)
(08/06/2014) Thetoplister. Top 10 video games of 2008. Available at:https://thetoplister.wordpress.com/2014/06/08/top-10-video-games-of-2008/ (15/04/2019)
(09/06/2014) Thetoplister. Top 10 video games of 2009. Available at:https://thetoplister.wordpress.com/2014/06/09/top-10-video-games-of-2009/ (15/04/2019)
Tamburro, Paul(10/09/2015) Mandatory. The top 50 best video games of the decade (so far). Available at: https://www.mandatory.com/culture/899403-top-50-best-video-games-decade-far (15/04/2019)
 Kain, Erik (15/12/2017)Forbes. Here are the most important video games of 2017. Available at: https://www.forbes.com/sites/erikkain/2017/12/15/the-most-important-video-games-of-2017/#3e15ad2f624a (15/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Japan’s influence on the economy and globally
-Due to Japan’s “…ageing consumers, the domestic market has been shrinking”, meaning that many elderly people spend more money on health rather than leisure
-“Japan has a huge demand for gaming” (p.18)
-“…Japan is the second largest market for game software…” (p.18)
-“More than 10% of people below 30…play video games more than 2 hours per day” (p.18)
-Many critics believe that the Japanese are slow when “…adapting to global taste” (p.19)
-Due to Japan’s population and large market, many Japanese software developers “…ignore foreign markets…” and don’t expand as much as America or Europe would (p.19)
T. Hasegawa (2009) The Japanese Gaming Cluster (book)
https://www.isc.hbs.edu/resources/courses/moc-course-at-harvard/Documents/pdf/student-projects/Final%20paper%20-%20Japan%20gaming%20cluster%20vfinal.pdf  (16/04/2019)
-“…earned more revenue than the movie and music industries combined, every year for the past eight years. “
(10/10/2018)Ipesports. The video games’ industry is bigger than Hollywood. Available at:https://lpesports.com/e-sports-news/the-video-games-industry-is-bigger-than-hollywood (24/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Japan, new releases
-They continue to strive in the gaming industry by creating consoles with the Nintendo switch in 2017 and the PlayStation Vita in 2011
-And by producing new games such as a remastered version of resident evil 2 and Devil may cry 5 
-Although they have slowed down from previous years
Nintendo Switch 
-“Nintendo's latest console have surpassed 32 million units since its launch on March, 3, 2017.”
-“…December 31, 2018, the Nintendo Switch sold 32.27 million units and software sales for the console have reached 163.61 million units.”
Bankhurst, Adam (31/01/2019) IGN. Nintendo Switch sales pass 32 million. Available at:  https://uk.ign.com/articles/2019/01/31/nintendo-switch-sales-pass-32-million (22/04/2019)
Resident evil 2 remake
-“…feel both fresh and respectful to the original”
-“…strong horror game that delivers anxiety-inducing and grotesque situations…”
-“…pure survival horror experience…”
Watts,Steve (24/01/2019)Gamespot. Resident evil 2 remake reviews round up- Here’s what the critics are saying. Available at: https://www.gamespot.com/articles/resident-evil-2-remake-reviews-roundup-heres-what-/1100-6464527/ (22/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Japan, popular games
Resident evil
-“…truly frightening, skin-crawling moments”
-“…soundtrack…discordant, disturbing, metallic shrieks…”
-“…turn a blind corner and run smack into something really dreadful”
-restricted vision leads the player to the unknown
-gore
-horror
-restricted areas leave nowhere to run
-forced to face problems to finish the object
-character design, emotional
-Japan hasn’t just influenced different countries, as Europe and America have also influenced some of Japan games
(01/12/1996)Gamespot. Resident Evil review. Available at:https://www.gamespot.com/reviews/resident-evil-review/1900-2549086/ (20/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Japans influence on the gaming industry
-After the aftermath of the second world war, 1945, Japan began to rebuild and focused most of its rebuilding on technology 
-“Japan was already at the height of the electronics industry” after the second world war
-In 1978, Tomohiro Nishikado put Japan at the top of the gaming industry with the game “Space invaders”
-In Japan during the ‘space invaders’ trend, parents stop their kids from playing games, as the kids began to steal coins to play the arcade games (bad influence on themselves)
-“Pac-man is the perfect example of Japanese weirdness”
-Before ‘Pac-man’, games were only about shooting things, the maker of Pac man wanted to make a game for women (influence towards society)
-Pac-man was the video games industry’s first protagonist
-Japan, started to think more of the emotional side of games after the war. Due to this, they were able to connect with the player and further the industry
-Mario changed the entire face of the gaming industry, and it saved the whole video game business
-Japan influenced the whole world of gaming, with good character design
-One of the most popular MMO game is ‘World of Warcraft’, there are so many players that it can form a small country
Discovery Channel (2007) Youtube, The rise of the video game. Available at:                          https://www.youtube.com/watch?v=3u3Hc13wzHE&list=PL7pR4VQWTJJGa9FNLBrD5PzSidIsg_L8T (23/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: USA, popular games
Outlast
-“…Outlast made me jump out of my chair more often…than any other game ever has”
-“You're ostensibly powerless…”
-“…no idea what's on the other side”
-“asylum is bathed in darkness”
-“…outstandingly creepy atmosphere…”
Traits:
-only way is forward
-first person, restricted vision 
-gore
-horror
-forced to run
-no character design or emotional attachment 
-1st person forced the player into the game
Sliva, Marty(04/09/2013)IGN. Outlast review. Available at:https://uk.ign.com/articles/2013/09/04/outlast-review (20/04/20190
Wolfenstein 3D (1992)
-“…it’s almost impossible not to incite a massacre”
-“…there isn't any background music…”
-“…one of the best and one of the most enduring games ever”
-“…tension and excitement is perfect”
Provo, Frank(17/05/2006)Gamespot. Wolfenstein 3D Review. Available at: https://www.gamespot.com/reviews/wolfenstein-3d-review/1900-2861244/ (21/04/2019)
Ticheler, Erwan(15/11/2002)IMDB. User reviews. Available at: https://www.imdb.com/title/tt0304947/reviews?ref_=tt_ov_rt (21/04/2019)
Doom (1992)
-“…the one that made the genre”
-“It's up to you to blow apart as many demons as you can…”
-“…power lies in its ability to create hectic combat situations…”
Gerstmann, Jeff(21/11/2016) Gamespot. Doom review. Available at: https://www.gamespot.com/reviews/doom-review/1900-6159022/ (21/04/2019)
 Doom (2016)
-“…delivers the same cathartic craze the original Doom and Doom II did…”
-“…the new Doom is louder and faster than the old model”
-“…heavy-metal soundtrack causes your body to quiver from turbulent surges of adrenaline”
Brown, Peter(17/05/2016)Gamespot. Doom review. Available at: https://www.gamespot.com/reviews/doom-review/1900-6416432/ (21/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: The USA’s influence on the gaming industry
-Americans first used games to “simulate war” in order  to predict results and train soldiers, a training method that still goes on today
-An American engineer, William Higinbotham in 1958, created the first game called the “tennis game” to entertain his co-workers
-An American programmer named Steve Russell, made “Spacewar” as he was inspired by Russia and America’s space race in the late 1960s
-Ralph Baer, known as the (Thomas Edison of video games), made the first game console (the purpose box)
-The video game industry was born, when Atari made ‘Pong’
-In the USA, their earliest video games were beginning to become popular, just as "Japans own gaming industry emerged in the aftermath of World War 2”
-1983, was the year of the great video game crash, due to American businessmen, trying to make the gaming industry more business-like than fun. Businessmen wanted to make money, rather than produce good quality games 
-The problem-solving idea is more American culture than Japanese
-Sony recognised that old gamers were growing up and realised that over 18-year-olds played video games. This influence the gaming industry to produce games for the older generation of gamers and expand the industry to a wider range of people.
-Grand theft auto (1997) became a smash hit of 2001. It allowed the player to do things that they can’t do in real life
-Wolfenstein 3D was one of the most popular 3D, first-person shooter games at the time
in 1993, ‘Doom’ came out and changed everything
-Peter Molyneux created the video game genre, “God game”, allowing the player to make all the important decisions
-God games gave the player the ultimate power to do things they can’t in real life
-Will Wrights’ “Sim city” is one of the most important god games’ made.  As it proved that players wanted intelligent games
-Due to real life problems, god games helped the player understand the real world better with cause and effect
-The USA created Call of duty, GTA, Max Payne, Tom Clancy, siege, Need for speed/ Forza
Discovery Channel (2007) Youtube, The rise of the video game. Available at:                          https://www.youtube.com/watch?v=3u3Hc13wzHE&list=PL7pR4VQWTJJGa9FNLBrD5PzSidIsg_L8T (23/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research:Europe’s influence on the gaming industry
-Paul McLaughlin from Moby games believes that British games have “…little appreciation for the big aesthetic picture” and are over generalised 
-Paul McLaughlin also believes that French designers are “stylish”
-He also believes that Japanese designers are “…insanely quirky, but very well observed” (Japans influence)
-Alexey Pajitnov made ‘Tetris’ after the video game crash, and it became one of the most addicting games in history (Russian)
D. Morris and L. Hartas (2003) Game Art: The graphic art of computer games, Collins. 
Discovery Channel (2007) Youtube, The rise of the video game. Available at:                          https://www.youtube.com/watch?v=3u3Hc13wzHE&list=PL7pR4VQWTJJGa9FNLBrD5PzSidIsg_L8T (23/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research:time periods and industry changing games
1958
-Before this, games were text driven
-William Higinbotham built a tennis game to entertain his co-workers, this was one of the first games
-Higinbotham's’ “Pong”, “Spacewars” and “Asteroids” were a huge influence on the industry
1977
-Higinbotham's’ Space wars *Very Important breakthrough*
-Space wars used vector graphics, used in modern 3D principles
1979
-Higinbotham's’ Asteroids
1993
-Doom, showed that games could have an immersive experience, like movies
1996
-Lara Croft, Critics believe that Lara Croft was the most successful “…attempt to create an iconic video game star”
-Lara Croft is an excellent example of Britains influence on the gaming industry
-Lara Croft displayed a strong female character, that is action packed. It showed that a female protagonist could be athletic, intelligent and beautiful 
-Resident Evil, one of the most popular zombie games
-Resident evil is a great example of japans influence as it made zombies more popular (call of duty zombies)
1997
-Grand theft auto became a smash hit of 2001, it is a great example of America influence 
-GTA showed things you couldn’t do in real life, such as: Joining the criminal life
-GTA also had a great story, character design and a Hollywood cinematic presentation style that started a trend of movie video games
1983
-Video game crash, due to businessmen wanting to make the gaming industry into more of a business whether than an entertainment industry
2000
-Will Wright releases The Sims, the best selling computer game ever and most popular among female players
2002
-U.S army releases America’s army video game to help recruit future soldiers 
2004
-The Nintendo DS is released and Nintendo continue to maintain dominance on the handheld market 
-World of Warcraft is released and is one of the biggest MMOs of all time
2010
-The indie game movement comes of age
-Minecraft is released and becomes extremely addictive and popular to this day
2009
-Wolfenstein showed that games could have an immersive experience, like movies
2013
-Games such as’ The last of us and going home give players “…tough emotional choices…” to deal with
2016
-Pokemon Go is released and become extremely popular around the world. Shown on the news and also immerses players so much that accidents happen
Key dates:
1945- Japan rebuilding society based around tech
1958- first game America
The 1960s- space war, influenced by the space race with Russia
1972- video game industry made with pong, by Atari in Japan
1978- space invaders trend, a bad influence on kids
1980-Pac man, the game industry's first protagonist
1983- video game crash and Mario was made
After this, Japan kept going up
America didn’t recover really till 1993
Discovery Channel (2007) Youtube, The rise of the video game. Available at:                          https://www.youtube.com/watch?v=3u3Hc13wzHE&list=PL7pR4VQWTJJGa9FNLBrD5PzSidIsg_L8T (23/03/2019) 
Museumofplay. Video game history timeline. Available at: https://www.museumofplay.org/about/icheg/video-game-history/timeline (11/04/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research:The general definition of “cool and radical looking games”
“Cool”
-“…slang term for popular or in style”
-“very good, pleasing…”
LoveToKnow, Yourdictionary. Available at: https://www.yourdictionary.com/cool (27/03/2019)
-“very cool, excellent, interesting, fun…”
-“Fashionable”
Rader, Walter. The Online Slang Dictionary. Definition of cool. Available at: http://onlineslangdictionary.com/meaning-definition-of/cool (27/03/2019)
-“informal Fashionably attractive or impressive”
-“excellent”
English Oxford living dictionaries. Cool. Available at: https://en.oxforddictionaries.com/definition/cool (27/03/2019)
“Radical”
-“If something is considered…very different from anything that has come before it…”
vocabulary.com. Radical. Available at: https://www.vocabulary.com/dictionary/radical (27/03/2019)
-“…being an example of great change…”
Cambridge dictionary. Radical. Available at: https://dictionary.cambridge.org/dictionary/english/radical (27/03/2019)
What people believe, drives a game
D. Morris and L. Hartas (2003) Game Art: The graphic art of computer games, Collins.
-Compelling interaction drives a game 
-When making a “…commercially successful game, you have to blend art and gameplay as seamlessly as possible” (Jamie Thomson)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research: Most marketed consoles
-The PlayStation 2 (155 million units)
-Nintendo DS (154.02 million units)
-Gameboy (118.69 million units)
Hamill, Laura.The best selling consoles of all time.Decluttr. Available at:                   
https://www.google.com/search?source=hp&ei=yGGJXNKjNKqugwflp6mYDg&q=what+are+the+most+marketed+consoles&btnK=Google+Search&oq=what+are+the+most+marketed+consoles&gs_l=psy-ab.3..0i22i30.588.5524..5836...0.0..0.128.2345.35j1......0....1..gws-wiz.....0..35i39j0i131j0.dri7gS-K_w4 (13/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Question 22 research
Tancred Dyke-Wells definition of “…really cool, radical looking games…” Game examples, given in the book.
Most of the games given as examples are music-based games (not enough variety)
Rez (2001)
-Described by critics as “timeless”
-What makes the game cool and radical, is that it is a “…rail shooter on paper and a heart-pounding synesthesia joyride in practice”
-While playing the game all you have to do is “…concern yourself with aiming and shooting…”
-The game sounds “claps” and “beats” when you kill an enemy. Leaving the player to create their “…own rhythm”
-In the game, there is also a boss that “…takes on the form of a running figure that chases you through hallways” adding thrill to the game
-Critics describe the game as not being about “…shooting and conquering, it’s about creating music”
-The game also takes you off the rails and sends you out to space to create your own music, and it gives you the complete freedom to fly anywhere
-Rez is also seen as “…hypnotic and enveloping”
Alexa Ray Corriea, (09/08/2017) Sensory overlord. Gamespot. Available at: https://www.gamespot.com/reviews/rez-infinite-review/1900-6416540/ (07/03/2019)
Freak out
-A game filled with the “…steepest slopes, thrilling stunts and dangerous action…” based around a skiing experience 
-To get the best experience from the game, the player must be willing to “…push their own boundaries…” to get the “…ultimate adrenaline rush”
-The game has “unrealistic barriers, stylish jumps, no rules, extreme speed, off-piste” and “crazy stunts”
-The game also allows the player to feel “…real freedom…”
Steam. Available at: https://store.steampowered.com/app/304540/FreakOut_Extreme_Freeride/  (07/03/2019)
Parappa the rapper (1996)
-Many critics believe that the game “…succeeded due to its rhythm-based gameplay that allowed for freeform rapping”
-It was released by Sony when music and rhythm began to get popular 
-You can earn extra points in the game by, “…mixing up your rhythms a bit”, giving freedom to the player
Roper, Chris. Parappa the rapper review. IGN uk. Available at: https://uk.ign.com/articles/2007/07/20/parappa-the-rapper-review (07/03/2019)
-The game is known to have “…birthed the whole rhythm genre”
-The aspects of the game include,  “…unforgettable offbeat rap tracks, adorable paper-flat design, and innovative call-and-response gameplay…”
Kohler, Chris. We’re so happy Parappa the Rapper is back to frustrate us. Kotaku. Available at: https://kotaku.com/we-re-so-happy-parappa-the-rapper-is-back-to-frustrate-1793970595 (07/03/2019)
Vib Ribbon (1999)
-It music-game stylings manages to display the game as a “…cult game that demands attention”
-The game forces you into the action
-It allows you to use your own music, as a level
-It requires “…extreme concentration…”, due to this you become absorbed into the game
Gerstmann, Jeff. Bib-Ribbon (import) Review. Gamespot. Available at:                                      https://www.gamespot.com/reviews/vib-ribbon-import-review/1900-2550100/ (11/03/2019)
Mojibribbon (1999)
-Made a transition from Japan to North America
-It is a rhythm game from the maker of Parappa the Rapper
-The goal for the game is to “…speedily and accurately fill in all the boxes…”
-The game is plain and simple
-Critics believe it is just as “…weird and innovative as Vib ribbon…”
Douglass C. Perry. GDC 2004: Mojibribbon.  IGN UK. Available at:                                              https://uk.ign.com/articles/2004/03/25/gdc-2004-mojibribbon (11/03/2019)
Space Channel 5 (1999)
-Tetsuya Mizuguchi is the producer of the game
-In the game, you have to “…mimic button presses on your controller in synch with an on-screen beat…”
-The game is based around a ”Morolien race” invading a space colony, and the player saving a resident colony from the Morolien’s as they make them dance mindlessly
-Yet there are timing issues with the game, as it lags
IGN staff. Space Channel 5, IGN. Available at:                                                                           https://uk.ign.com/articles/2000/06/02/space-channel-5-2  (13/03/2019)
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caitlinmcthd104-blog · 6 years ago
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Artistic movements: Renaissance
-This movement began in the 14th century in Italy.
-The main aspects of the movement focuses around “rebirth” as it “…describes the revival of interest in the artistic achievements of the classical world”
-Some of the main themes of Renaissance art include “…individual expression and worldly experience…”
-“Leonardo de Vinci was the archetypal Renaissance man representing the humanistic values…”
-Michelangelo and Raphael were also huge contributors to the movement as they produced works “…embodying the classical notion of perfection”
Artmovements. Renaissance. Available at: http://www.artmovements.co.uk/renaissance.htm  (07/04/2019)
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https://www.thoughtco.com/leonardo-da-vinci-p2-182568 (07/04/2019)
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https://artstor.wordpress.com/2014/11/04/michelangelo-raphael-and-the-swiss-guard-uniforms/ (07/04/2019)
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