Video games have changed rapidly over the last few decades from the old days of Pacman and Invaders on the coin-operated arcade machines. Nowadays, they can tell award-winning emotional stories like big budget Hollywood movies and best-selling critically acclaimed books. The Last of Us is one of those stories that involves the player in the narrative from start to end of the game. Writers Neil Druckmann and Bruce Stanley put their heart and soul into making The Last of Us a truly memorable experience. The game speaks to the player on a different field than most games and movies, asking the player if they are making the right moral decisions in the game and if the player really is the hero in the post-pandemic depiction of the world. The emotional world of The Last of Us establishes a nationwide pandemic where a gruesome plague and bio-agent cause the world to fall into ruin within weeks of the outbreak. In this story there are two people, Joel and Ellie, who journey across the United States for a shot at ridding the world of a ghastly infection that has destroyed the population and the remaining safe …show more content…
zones are militia controlled, crime polluted quarantine zones that are, in some cases, more dangerous than being on your own. I was able to see, hear and take part of the emotional story that this game provides and live through the moments with the characters that The Last of Us builds on. Behind the scenes, The Last of Us conveys a message through the characters that the writers have built, one that gives the player a profound sense of humanity, and a sense of belonging to a world that is so broken in nature but still relatable in our own lives.
The story that unfolds from such an apocalyptic nightmare of a situation reminds us how fragile life is and how cruel that world becomes in a time of overwhelming struggles. The Last of Us shows the viewer that the bond and the sacrifices made by two people can have an enormous impact on the world that they struggle to survive in. The strength and understanding of one another as the journey unfolds around them, with every milestone crossed on the characters’ pursuit of a cure builds a relationship, a bond between two vastly different people within the story that ultimately sets a dark eerie tone in the
world. When I was experiencing The Last of Us it made me question how truly fragile life was, how quickly a scenario could unfold to the point of living life in constant fear and overwhelming tension becomes a reality and the norm of a civilization. We take for granted every day the relationships and the bonds we form, we are all living in our own world and most of us would not realize it until it ended in some unspeakably horrendous nightmare. Feelings of humanity overwhelmed and resonated inside me as I took in every catastrophic or heartwarming moment of this adventure. This remarkable story between two people inspires me to reflect on the events of my life and find a way to use the messages and meaning of this story and execute it in the choices I make. Experiencing this story is an emotional journey from beginning to end with Joel and Ellie, two characters that have little to nothing in common but still end up forming an emotional bond of trust and compassion. This is the type of narrative that will make you doubt your own morals and resolve and by the end of the game, you might be asking yourself if you would have made the same choices.
The Enders Game written by Orson Scott Card provides understanding of the characters and their relationships with others through indirect characterization and diction. Orson Scott Card uses literacy devices and specific word choice to let the reader draw conclusions about the characters and the relationships between Peter and Ender, the symbolism of the bugger mask/bugger-astronaut game, and the foreshadowing of Peter and Valentines death.
The book jumps to a distressing story about Peter Los in 1970 in West Germany who became ill due to smallpox. After ten days he was hospitalized but medical staff did not realize he had smallpox, which is highly contagious. Preston gives vivid descriptions of the disease and how it ravages the body. Los survived his illness, but caused an epidemic that killed many others that had become exposed to him. “Today, the people who plan for a smallpox emergency can’t get the image of the Meschede hospital out of their minds.
It’s the year 2028, and the world we used to know as bright and beautiful is no longer thriving with light. A disease similar to the plague broke out and caused great havoc. Although it may seem like forever ago, sickness spread only a few years ago. The Road by Cormac McCarthy is about a man and his son who fortunately survived this sickness; although they made it, the struggle to keep going is tough. Before most of the population became deceased, people went insane. They started to bomb houses, burn down businesses and towns, and destroy the environment. Anyone who had the disease was bad blood. Many saw it as the end of the world, which in many cases was true.
For those infected, skin glistens with sweat, hair hangs from the weight of dampness, and faces flush with fever. He shows the dead with a pale green cast, staring straight ahead with vomit drying to their faces. To illustrate the virus’ spread, he frames scenes at hand-level showing fingers pushing elevator buttons, gripping poles on public transportation, passing water glasses, and signing paperwork. This element of cinematography highlights society’s vulnerability to the invisibility of the virus due to its rapid spread via common
The fight against the zombie metaphor within World War Z gives the reader a purpose for finding a way to hold on to hope, and to ultimately celebrate life, ideally a healthy one, itself. With the zombie metaphor referring to uncontrollable fears in today’s modern society, the thriller is a realistic speculation about an airborne virus entering the human species and spreading on a global scale. With influenza outbreaks being a familiar scenario within modern society, the fear of an uncontrollable disease sends shockwaves of fear through the human race, especially when a vaccine has yet to be found and distributed, as in the film. The fear of a viral infection spreading stems from the idea that people do not simply “give” another individual the virus; a virus is a form of life that evolves and mutates in order to survive environmental changes.
end. This essay will further show how both stories shared similar endings, while at the same time
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
ames have been played before we began to record time. Almost 50 years ago, games changed into a new form. Magnavox Odyssey can be debated to be the first game console. Throughout 50 years ago and now, video games have become essential to every living room and a pastime to every young child. Companies have risen from this new industry, to produce games to young investors and dominate the game world. With new technology, graphics, and software: gaming franchises run mostly by public support. Each decade that passes, games are changed by America’s public these games change based on how the public perceives them.
... end. People rarely remember that their issues are not the only issues, and that worse things could be happening elsewhere. Auden uses the narrator’s actions, words, and feelings to show that people can be absent-minded about the problems that others may be facing.
In books and movies, narrative rhetoric is known to fully immerse readers into the plot and make them feel as if they were a part of the story. As noted, the video game’s first-person perspective provides gamers with the opportunity to directly experience a historical narrative. The game involves a quest for personal and nationalistic revenge, as a result of the the disappearance of the central character’s brother and the destruction of Pearl Harbor. As Hess recounts, the beginning of the game has players navigating the ruins of Pearl Harbor immediately after the bombing. As a result of this, players directly experience an important historical moment through the eyes of technology. The game contains real video clips as well as digital animated scenes. Hess’ is concerned in his critique, that because of the selective nature of the history displayed in the game, players end the game with a selective and altered understanding of the history of the
As we evolve into a more advanced species, so does our technology, and along with our overly advanced technology, comes video games. They’ve have certainly come a long way since they were first introduced to the main stream audience and have been slowly creeping its way into many daily lives, making them a lot more entertaining and less dull. Video games’ one and only purpose is to entertain. However, it is indeed true that everything is fun and games until somebody gets hurt, and that is exactly what has happened over the years in video games. With the help of our technology, being more developed than ever, video games have also become increasingly sophisticated and overall more close to reality than
“The story employs a dramatic point of view that emphasizes the fragility of human relationships. It shows understanding and agreemen...
In the graphic novel of Y the Last man a disease hits the earth killing everyone with a Y chromosome except for Yorick Brown. This includes animals and humans alike, without any men society starts to break down and groups of women from different groups/tribes. Yorick is caught in the middle of this and has caught the attention of many different factions since he is the last known male alive. This graphic novel can relate to the work we read in IDH4 that being Letter from Abigail Adams to John Adams know as "Remember the Ladies". In this letter, Abigail Adams talks about having men treat their wives with more generous and favorable. Abigail Adams states “do not put such unlimited power into the hands of the Husbands. Remember all Men would
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
Both mediums of mass entertainment, movies and video games, can severely impact the audience that is engaged in them. Video games require much more involvement of the player because the player of the game controls the avatars every move. Many games such as Call of Duty, Assassins Creed, or Grand Theft Auto involve extreme violence, in which the player is killing other players to achieve objectives or points. From a narrative role, videogames offer many different options in terms of gameplay and the overall outcome at the end of the game. According to Darren Franich, “Videogames have become more “filmlike,” with more realistic characters and complex plotting,” (Franich, 2011). Video games affect the younger generation immensely, which is important to recognize because the younger generations are the ones causing the most problems within society. There are kids as young a ten years old playing violent video games for excessive hours, daily. According to a recen...