Not Signed-In
Which clippings match 'Time Manipulation' keyword pg.1 of 1
21 SEPTEMBER 2015

Life Is Strange: episodic video games prove as addictive as episodic television

"In another important respect, however, Life Is Strange is quite on-trend: it's being released episodically, every six weeks, in two- to three-hour instalments. The premiere episode arrived on 30 January; episode two followed at the end of March, and the next is set for May.

Dividing a title into chapters and publishing them in succession has become something of a phenomenon in the gaming industry in recent years. It started as a low-risk alternative to the usual blockbuster release strategy – and of late has begun to yield many games that, like Life Is Strange, might never have been green-lit under the traditional system.

Simon Parkin, a freelance writer on games for the New Yorker magazine, believes the popularity of the episodic approach has been 'facilitated by the rise of digital distribution methods', which have made it 'much easier and cheaper to release any number of titles'. Instead of pressing and shipping costly discs to brick-and-mortar stores, publishers can now upload a title to online marketplaces like Steam and Sony's Playstation Store, where players can download them instantly.

That ease of digital access has all but revolutionized the dissemination of games."

(Calum Marsh, 26 April 2015)

1
2

TAGS

2015 • adolescent female • awkward adolescence • branching options • butterfly effect • choices • digital distributiondistribution models • Dontnod Entertainment • episodic format • episodic interactive drama • episodic structurefemale protagonistgirl • graphic adventure • illustrative style • inner struggle • interactive narrative • Life Is Strange (2015) • Maxine Caulfield • media distribution • memory and identity • memory and nostalgia • Michel Koch • nostalgia • photography student • PolaroidPolaroid camera • Raoul Barbet • reverse timerewind time • Square Enix • third-persontime manipulationtime rewindtime-based game mechanic • travel back in time • video game

CONTRIBUTOR

Simon Perkins
06 JANUARY 2014

Arrested moment allows contemplation for what might have been

"This campaign aims to reframe the way that people look at their speed when they're driving. A person may be a good driver but they can't deny that people do make mistakes–after all, to err is only human. And in life, mistakes are made often. We usually get to learn from our mistakes; but not when driving – the road is an exception. Even the smallest of mistakes on the road can cost us our life, or someone else's."

(NZ Transport Agency, 6 January 2014)

1
2

TAGS

2014advertising campaignAotearoa New Zealandarresting timecar crashcareless drivingco-optioncollisionconsequencescountry roadcrashdangerous drivingdrivingemotive manipulationfait accompli • fatal crash • final momentfrozen in the moment • hard-hitting • human error • impending disaster • in media res • momentary reprieve • mortalityno escape • NZ Transport Agency • police enforcement • public information adpublic information advertisementpublic service announcementroad safety • serious injury • speed limit • speeding • stop moving and consider the consequencessuffering and inevitable deaththreshold spacetime manipulationtime slowed downtransport safetyTVC • what might have been

CONTRIBUTOR

Simon Perkins
09 JANUARY 2009

David Hellman: Braid

"Braid is a video game about solving puzzles in imaginative worlds. It's playful and philosophical. Its designer, Jonathan Blow, hired me [David Hellman] to create the graphics for his functional but visually spare rough draft. Happily for me, Jonathan asked me to bring my own sensibility and artistic guidance to the project. As Braid nears completion, I feel proud to have worked on a game with such an intimate and hand–crafted feel."

[Braid was created for Microsoft XBOX 360 in 2008]

1

TAGS

art directionBraidcharacter design • David Hellman • game • game artist • game mechanicgamesillustrationillustrative style • imaginative worlds • indie gamesportfoliopuzzlepuzzle platformerresumereverse timerewind timetime manipulationtime rewindtime slowed downtime-based game mechanicvideo gameXbox 360

CONTRIBUTOR

James Walsh
01 JANUARY 2004

Slaughterhouse 5: non-chronological time

On the title page of Slaughterhouse Five Vonnegut invites the reader to see the book as 'a novel somewhat in the telegraphic schizophrenic manner of tales of the planet Tralfamadore.' With its short chapters and paragraphs, its short sets of sentences or paragraphs with spaces between them, the novel has a physical resemblance to the Tralfamadorian model. Many of the juxtaposed segments do not relate sequentially or thematically but together build a total impression like a montage. Events from two periods (1944–1945 and 1968) and from other points in the life of the protagonist, Billy Pilgrim, are intermixed. His life is not revealed chronologically, by beginning in medias res, or by flashback; rather, the reader knows its end from the start, and the parts are filled in, from all segments of his life, as the oval progresses. Pilgrim's life follows in a 'causal' rather than chronological manner.

1

TAGS

Billy Pilgrim • chronologicalchronological sequencedisrupted narrativeflashbackin media resjuxtapositionKurt Vonnegutmontagenon-linear • non-linear time • non-sequential time • schizophreniaSlaughterhouse 5telegraphictime manipulation • Tralfamadore
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.