Wednesday, 31 October 2012

Assassin's Creed

Assassins Creed: Facts and Figures


 

What formats was this game released on?

Playstation 3, Xbox 360 and Games for Windows

How many games were sold?
On April 16, 2009, Ubisoft revealed it had sold 8.1 million copies of the game
Amount of money made from the game?
Ubisoft revealed that they had outsold their expectations for the game and had made roughly 1.87bn in revenue, with assassins creed providing quite a large portion of this, however they did still have a net loss of 73.76m , up 5 percent from the previous year 

Other information

http://www.bbc.co.uk/newsbeat/20044904 - Assasins Creed Film 

http://en.wikipedia.org/wiki/Assassin%27s_Creed_%28video_game%29 - General information

http://en.wikipedia.org/wiki/Assassin%27s_Creed_%28video_game%29#Voice_cast- Voice cast of the game

http://en.wikipedia.org/wiki/Assassin%27s_Creed_%28video_game%29#Gameplay- Summary of the gameeplay




 

Friday, 26 October 2012

The Effect technology is having on the game industry

Effects of Technology on the Game Industry

1. Advancement in technology means that developers constantly have to switch between hardware to maximise their game's sales, for example nobody would buy a game on the PS2 now, as the PS3 is much better quality and more technologically advanced.
  2. Advancement of technology does however help the developers, as coding for a game with some of the depth that is shown in games today is so much simpler than it would have been trying to fit all that data on for example a Gamecube.

3. The hardware developers constant race to create the biggest and best console can only be good for the industry, as innovation only serves to improve the industry and increase demand for these new consoles and ways to play.
 4. The changing market can discourage people and potential workers to join the industry, as if they learn the wrong programming language then they may be completely stuck when the language has moved on when they come to find work

An Upcoming Game Release

Hitman-Absolution (November 2012)

 Hitman: Absolution follows Agent 47, a cold-blooded assassin, who takes on his most dangerous contract to date. Betrayed by those he once trusted -- and now hunted by the police -- he suddenly finds himself at the center of a dark conspiracy and must embark on a personal journey through a corrupt and twisted world. Boasting a cinematic story, distinctive art direction and highly original game design, Hitman: Absolution combines much-loved classic gameplay with features never seen before in the Hitman franchise. 


Several characters involved in the Hitman: Absolution.
  • Agent 47
  • Diana Burnwood
  • Agent Smith
  • Blake Dexter
  • Lenny "The Limp" Dexter
  • Benjamin Travis
  • Victoria
  • Wade

How many Hitman games were there?

Including Hitman Absolution, five. They are:
  • Hitman Codename 47 (PC only)
  • Hitman: Silent Assassin (PC, Playstation 2, Xbox)
  • Hitman: Contracts (PC, Playstation 2, Xbox)
  • Hitman: Blood Money (PC, PlayStation 2, Xbox, Xbox 360)
  • Hitman: Absolution (PC, Playstation 3, Xbox 360) 



This game, although not being a "Call Of Duty" or "Halo", looks like a solid game and seems to vary the usual "shoot and kill" aspects of a traditional First Person Shooter. Being the fifth instalment in the series, you would expect it do have died down slightly, however interest still seems to be high and I expect this game to do reasonably well.


The 5 most important video games EVER

The Top 5 Most Important Video Games Ever.

1-   TENNIS FOR TWO

Tennis for Two was a game developed in 1958 an a Donner Model 30 analog computer, which simulated a game of tennis or ping=pong on an oscilloscope. It was created by American physicist William Higinbotham, and was one of the first games to ever use a graphical display.
This game was not seen or played by many people, as computers in those days were extremely expensive and hard to get hold of, however it provided a starting point for games to build off and thanks to this William Higinbotham is known as the father of modern video games.

2- WOLFENSTEIN 3D

Wolfenstein 3D is a first-person shooter (FPS) developed by id Software and published by Apogee Software. Originally released on May 5, 1992, for DOS, the game was inspired by the 1980s Muse Software video games Castle Wolfenstein and Beyond Castle Wolfenstein. A promotional version of Wolfenstein 3D was released as shareware, which allowed it to be copied widely. The game was originally released on the PC and later ported to a wide range of computer systems and video game consoles.


Wolfenstein 3D was a critical and commercial success. It is widely regarded as having helped popularize the genre on the PC, and having established the basic run-and-gun archetype for subsequent FPS games.



3- HALO 2
Ahh…Halo…the title that launched millions of Xbox units.  The first person shooter and sequel to the original Halo: Combat Evolved took pre-release promotion to an all-new level with numerous promotions, product tie-ins, and movie trailer-like commercials.  Halo 2 not only was the best-selling game on the original Xbox but it quickly became THE game to play on Xbox Live.  It was the most popular game on Xbox Live for over two years.  Halo 2 paved the way for future multi-player game success for the likes of the Call of Duty series.

#


4-MORTAL KOMBAT
Mortal Kombat wasn’t the first fighting game, or the best, but it has become the most influential in popular culture.  The game featured a roster of colorful fighters whose basic fighting moves were not all that different…except of course for the fatalities.  Pulling off Mortal Kombat’s blood soaked fatal moves soon became the goal for every player and the object of controversy from parents and conservative groups who derided the game’s uber-violence.  The series has led to film and toy lines and It was the forerunner of the many rated M games that we see today. 
 

5-WORLD OF WARCRAFT
 Despite many people strongly disliking this game and the "nerds" who play it, this doesn't get round the fact that World Of Warcraft was revolutionary.World of Warcraft wasn’t the first massively multiplayer online role-playing game (MMORPG), but it’s become the most popular and influential.  First released in 2004, World of Warcraft took the Warcraft real-time strategy series and turned it into an online game for the world to enjoy.  As of 2011 the game had over 11 million subscribers and holds the Guinness World Record for the most popular MMORPG by subscribers.  Developer Blizzard Entertainment has produced numerous expansion packs to keep players coming back for more and players sell their virtual money for…real life money! 

 

The Video Game Industry-Structure

An Introduction to the Computer Game Industry
 
The computer games industry was once a niche form of interactive entertainment, usually dismissed as being for children or teenage boys. Nowadays it is a multi-billion pound industry which rivals the film and hollywood industry. in terms of revenue and prestige.
Gaming was considered a "hobby culture", which means it was created by enthusiasts rather than big business, as recently as the 1970's, so it is a very young industry and the way it functions changes constantly. The main reason for this constant changing is the improvement on the technology in which the games are played, as the software and hardware develops more advanced coding and a higher work force is required to create a game worth selling.

The Structure
The games industry is made up of the following institutions:
Developer- Creates the game, for a large scale game this will require a larger team, and vice versa. Games can take anywhere from a few months to a few years to create so the developers job is to create the game to the best of their ability whilst keeping the time used to create the game down.
An example of a developer is Lionhead Studios, who created the Fable franchise
 
Publisher: Takes the game from the developer and handles the distribution of the game to the next step, the distributor. They may also handle some advertising. An example of a publisher is Konami, who do produce their own games however mostly hire other teams to write the games for them.

 Distributor- A distributor works with retailers to make the product available for consumers to buy. An example of a distributor is Lygo International, who distribute Turtle Beach gaming accessories and also some smaller games

Hardware- Hardware manufacturers create the hardware in which the games (software) run on. In the games industry the three major manufacturers are Microsoft, Sony and Nintendo, who produce the Xbox, Playstation and Wii respectively. There are many other pieces of hardware in which games can be played on however, such as handhelds, mobile phones and PC's.
Consumer- The audience. Anyone who buys, plays or downloads games.


Friday, 12 October 2012

A Paragraph Improvement.

Paragraph Improvement

The first thing I noticed about the sound was the use of the slow and feminine instruments like the violin when she was alone with the Fingersmith. The use of this portrays intimacy and her lust and love of the Fingersmith, constructing homosexual representations of her. The next thing I noticed was the faster, more masculine music with the use of drums and cymbals to portray the straight male. The use of this music shows him as heterosexual and gives us an immediate character judgement of his obvious dominance over the homosexual woman. Another thing I noticed was the sound of the dropping red paint. This diegetic sound when she is looking at the Fingersmith implies sexual arousal and displays her lust for the woman. The final thing I noticed was the faster music when the heterosexual male spoke. This use of sound showed danger and portrayed that the woman had no desire to marry him, portraying that homosexuality has triumphed over heterosexuality at this point.

Monday, 8 October 2012

Terminology

Camera shot terminology:



EWS (Extreme Wide Shot)

The view is so far from the subject that he isn't even visible. Often used as an establishing shot.

VWS (Very Wide Shot)

The subject is visible (barely), but the emphasis is still on placing him in his environment.

WS (Wide Shot)

The subject takes up the full frame, or at least as much as comfortably possible.
AKA: long shot, full shot.

MS (Mid Shot)

Shows some part of the subject in more detail while still giving an impression of the whole subject.

MCU (Medium Close Up)

Half way between a MS and a CU.

CU (Close Up)

A certain feature or part of the subject takes up the whole frame.

ECU (Extreme Close Up)

The ECU gets right in and shows extreme detail.
Variation: Choker

Cut-In

Shows some (other) part of the subject in detail.

CA (Cutaway)

A shot of something other than the subject.

Two-Shot

A shot of two people, framed similarly to a mid shot.

(OSS) Over-the-Shoulder Shot

Looking from behind a person at the subject.

Noddy Shot

Usually refers to a shot of the interviewer listening and reacting to the subject.

Point-of-View Shot (POV)

Shows a view from the subject's perspective.

Weather Shot

The subject is the weather. Can be used for other purposes, e.g. background for graphics. 

Editing terminology
cut
A visual transition created in editing in which one shot is instantaneously replaced on screen by another.
continuity editing
Editing that creates action that flows smoothly across shots and scenes without jarring visual inconsistencies. Establishes a sense of story for the viewer.
cross cutting
Cutting back and forth quickly between two or more lines of action, indicating they are happening simultaneously.
dissolve
A gradual scene transition. The editor overlaps the end of one shot with the beginning of the next one.
editing
The work of selecting and joining together shots to create a finished film.
errors of continuity
Disruptions in the flow of a scene, such as a failure to match action or the placement of props across shots.
establishing shot
A shot, normally taken from a great distance or from a "bird's eye view," that establishes where the action is about to occur.
eyeline match
The matching of eyelines between two or more characters. For example, if Sam looks to the right in shot A, Jean will look to the left in shot B. This establishes a relationship of proximity and continuity.
fade
A visual transition between shots or scenes that appears on screen as a brief interval with no picture. The editor fades one shot to black and then fades in the next. Often used to indicate a change in time and place.
final cut
The finished edit of a film, approved by the director and the producer. This is what the audience sees.
iris
Visible on screen as a circle closing down over or opening up on a shot. Seldom used in contemporary film, but common during the silent era of Hollywood films.
jump cut
A cut that creates a lack of continuity by leaving out parts of the action.
matched cut
A cut joining two shots whose compositional elements match, helping to establish strong continuity of action.
montage
Scenes whose emotional impact and visual design are achieved through the editing together of many brief shots. The shower scene from Psycho is an example of montage editing.
rough cut
The editor's first pass at assembling the shots into a film, before tightening and polishing occurs.
sequence shot
A long take that extends for an entire scene or sequence. It is composed of only one shot with no editing.
shot reverse shot cutting
Usually used for conversation scenes, this technique alternates between over-the-shoulder shots showing each character speaking.
wipe
Visible on screen as a bar travelling across the frame pushing one shot off and pulling the next shot into place. Rarely used in contemporary film, but common in films from the 1930s and 1940s.


MISE ON SCENE
REAR PROJECTION
Usually used to combine foreground action, often actors in conversation, with a background often shot earlier, on location. Rear projection provides an economical way to set films in exotic or dangerous locations without having to transport expensive stars or endure demanding conditions.

THREE-POINT LIGHTING

The standard lighting scheme for classical narrative cinema. In order to model an actor's face (or another object) with a sense of depth, light from three directions is used, as in the diagram below. A backlight picks out the subject from its background, a bright key light highlights the object and a fill light from the opposite side ensures that the key light casts only faint shadows.

HIGH-KEY LIGHTING

A lighting scheme in which the fill light is raised to almost the same level as the key light. This produces images that are usually very bright and that feature few shadows on the principal subjects

LOW-KEY LIGHTING

A lighting scheme that employs very little fill light, creating strong contrasts between the brightest and darkest parts of an image and often creating strong shadows that obscure parts of the principal subjects

DEEP SPACE

A film utilizes deep space when significant elements of an image are positioned both near to and distant from the camera. For deep space these objects do not have to be in focus, a defining characteristic of deep focus

FRONTALITY

Frontality refers to the staging of elements, often human figures, so that they face the camera square-on. This arrangement is an alternative to oblique staging.

MATTE SHOT

A process shot in which two photographic images (usually background and foreground) are combined into a single image using an optical printer. Matte shots can be used to add elements to a realistic scene or to create fantasy spaces.

OFFSCREEN SPACE

Space that exists in the diegesis but that is not visible in the frame. Offscreen space becomes significant when the viewer's attention is called to an event or presence in the diegesis that is not visible in the frame

Sound Terminology

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