Wednesday, 26 February 2020

Assassin's Creed 3 Liberations Case Study

Assassin's Creed 3: Liberations is an action-adventure stealth game which was created for the handheld console PS Vita in 2012 and was exclusive to the console until 2014 when it was re released  as Assassin's Creed: Liberation HD for the PlayStation 3, Xbox 360 and Microsoft Windows and in March 2019 by Ubisoft having a multinational development which is ordinary for large game studios. The game was remade as a part of the Assassin's Creed 3 Remaster which was on the PlayStation 4,  Xbox one and Microsoft Windows and this remaster was redesigned to operate with 4K HDR/enhanced visuals and it was released for the Nintendo Switch in May 2019. 

Assassin's Creed 3 Liberations sticks to the conventional formula of the previous titles being an open world game set in the 1700s in New Orleans as you take the role of an African-French Aveline de Grandpré which was the first female minority protagonist subverting the typical depiction of women in media especially video games being a strong character . She attempts to stop the Templars gaining control of New Orleans towards the end of the French and Indian War, and the game consists of you seeking out and eliminating the mysterious leader of the group in their operations. The game is in the third person perspective and focuses on combat and stealth abilities to complete your objectives like other titles however this game had a new mechanic due to the console exclusivity the PS Vita's touchscreen and rear touch pad, cameras and gyroscope and these were used for features like chain kill combat and pickpocketing.

Video games are culturally and financially significant across three major territories (Japan, Europe and the USA) and with the release of Assassin's creed 3 on The PlayStation 3 Assassin's creed 3 Liberations was released on the PS Vita simultaneously attempting to have maximum impact on the major markets to maximize profits. The PS Vita was an attempt to target the mobile gaming demographic having similar features as smart phones like Wi-Fi, Bluetooth and 3G. 

According to Jenkin's fandom theory fans of a media product can turn it into a social activity allowing fans to create their own communities thus keeping the product relevant and this is shown in Assassin's creed  Wiki going in depth on the game and its background being written by fans helping build a community for fans of this game franchise.     

 

 

Wednesday, 5 February 2020

Video Games Research

(1970-1975) simplistic games (black and white colour graphics, either single-channel or no audio) (1972): Atari's Pong was initially released and was one of the earliest arcade games.

(1976-1983)- second generation of games/consoles games now had AI simulation, ROM cartridges for storing games allowing multiple games to be playable on one console and basic colour graphics.

(1978-1982)Golden Age of arcade video games- video games were well established in the U.S. coin operated amusement industry.
(1978)- Space Invaders created by Midway was the template for the Shoot 'em up genre and being the first game to regulate play by lives instead of a timer or set score and was also the first game to confront the player with targets that fire back.

(1980)-Pacman the first game to have a character and the enemies were not random a.i they had character.

(1985)- Super Mario Bros was released

(1980s)- early online gaming by using dial up internet like midi maze and doom in (1993)

(1983-1995)- third generation of games/consoles- games were now in 8-bit and the earliest console like this was the Nintendo family computer "Famicom" and games such as The Legend of Zelda and Final Fantasy were created during this era.

(1987-2004)-Fourth generation of games/consoles- consoles were now in 16-bit the console Super Nintendo entertainment system (SNES) the game Sonic the Hedgehog was released in 1991 and rivalled the Mario bros series

(1993-2005)-Fifth generation of games/consoles- these consoles were in 32-64 bit and consisted of consoles like the playstation and the Nintendo 64 and games like resident evil (1996) and


Attitude: target audience

 Attitude has typically appeals to men from the ages 26 to 55 from the socio-economic groups A to C1 and we can see this through the load of...