Trigger Happy: Videogames and the Entertainment RevolutionThe Edge calls "Trigger Happy" a "seminal piece of work". For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century. |
From inside the book
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Page 71
... visual furnishing and conceptual subject matter . Videogames have lovingly appropriated set - piece forms from the cinematic milieux of horror , action and sci- ence fiction ( the enormous monster , the car chase , the space dog- fight ) ...
... visual furnishing and conceptual subject matter . Videogames have lovingly appropriated set - piece forms from the cinematic milieux of horror , action and sci- ence fiction ( the enormous monster , the car chase , the space dog- fight ) ...
Page 76
... visuals of the Blade Runner city yet , welcomed these in - built visual limitations of the tech - noir genre thankfully , since it had so much else on its silicon mind . As well as influencing hundreds of other videogames , mostly fu ...
... visuals of the Blade Runner city yet , welcomed these in - built visual limitations of the tech - noir genre thankfully , since it had so much else on its silicon mind . As well as influencing hundreds of other videogames , mostly fu ...
Page 218
... visual ideas both for the architecture of the tombs and for Lara's assailants , such as a huge golden dog . The resulting environments are at once famil- iar and strange ( see fig . 22 ) . There is a great deal of visual and spatial ...
... visual ideas both for the architecture of the tombs and for Lara's assailants , such as a huge golden dog . The resulting environments are at once famil- iar and strange ( see fig . 22 ) . There is a great deal of visual and spatial ...
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action actually aesthetic alien angle animated arcade game balls Battlezone beat-'em-up camera cartoon challenge cinema complex console Crash Crash Bandicoot Dreamcast driving game enemy environment example exploration games fact Fantasy film fire first-person shooter G-Police game's gameplay gamers gameworld genre God games going graphics human iconic imagination instance invented Japan Japanese kill Lara Croft Lara's laser look machine Mario meanwhile Metal Gear Solid modern videogames move movement movie Nintendo Pac-Man Pachinko perspective physical pixels platform game player player's character playing videogames PlayStation PlayStation2 pleasure polygons Pong power-up racing game Resident Evil screen semiotic Shigeru Miyamoto shoot shoot-'em-up simple simulation Sony Sony's Space Invaders story symbolic Tekken television thing tion Tomb Raider Tomb Raider III videogame videogame character videogame designers viewpoint virtual visual wireframe women Zelda 64