Longing, Ruin, and Connection in Hideo Kojima's Death Stranding


Book Description

"This volume provides an in-depth examination of the video game Death Stranding, focusing on the game's exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language. Offering the first close examination of Death Stranding's narrative, the book also incorporates a strong foundation in game studies, most especially related to the concepts of immersion and embodiment. The focus of the book lies in considering how Death Stranding expands on the themes of ruin, longing, and the need for connection, and whether a reconciliation - on a community level, national level, or even global level - might be possible. This book will appeal to scholars in a variety of disciplines in the Humanities and the Social Sciences, from video game studies and media studies to English, history, philosophy, and popular culture"--




Longing, Ruin, and Connection in Hideo Kojima’s Death Stranding


Book Description

This volume provides an in-depth examination of the video game Death Stranding, focusing on the game’s exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language. Offering the first close examination of Death Stranding’s narrative, the book also incorporates a strong foundation in game studies, most especially related to the concepts of immersion and embodiment. The focus of the book lies in considering how Death Stranding expands on the themes of ruin, longing, and the need for connection, and whether a reconciliation—on a community level, national level, or even global level—might be possible. This book will appeal to scholars in a variety of disciplines in the Humanities and the Social Sciences, from video game studies and media studies to English, history, philosophy, and popular culture.




End-Game


Book Description

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.




Video Games, Crime, and Control


Book Description

Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games. Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest. Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.




The Last of Us and Theology


Book Description

With a catastrophic fungal pandemic, the post-apocalypse, a moral quest despite societal breakdowns, humans hunting humans or morphed into grotesque infected, The Last of Us video games and HBO series have exhilarated, frightened, and broken the hearts of millions of gamers and viewers. The Last of Us and Theology: Violence, Ethics, Redemption? is a richly diverse and probing edited volume featuring essays from academics across the world to examine theological and ethical themes from The Last of Us universe. Divided into three groupings—Violence, Ethics, and Redemption?—these chapters will especially appeal to The Last of Us fans and those interested in Theology and Pop Culture more broadly. Chapters not only grapple with theologians, ethicists, and novelists like Cormac McCarthy, Fyodor Dostoevsky, Martin Buber, and Paul Tillich; and theological issues from forgiveness and theodicy to soteriology and eschatology; but will help readers become experts on all things fireflies, clickers, Cordyceps, and Seraphites. “Save who you can save” and “Look for the Light.”




Immersion, Narrative, and Gender Crisis in Survival Horror Video Games


Book Description

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.




Ask Iwata


Book Description

Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the “Iwata Asks” series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history. -- VIZ Media




GYO, Vol. 2 (2nd Edition)


Book Description

Trapped on an island filled with the stench of mutating bodies, can teenager Tadashi save his girlfriend from a fate worse than death? Or will the cure prove worse than the disease? Hold your breath until all is revealed--along with the final stinking secrets of the "walking fish of Okinawa"!




The Last Samurai


Book Description

The dramatic arc of Saigo Takamori's life, from his humble origins as a lowly samurai, to national leadership, to his death as a rebel leader, has captivated generations of Japanese readers and now Americans as well - his life is the inspiration for a major Hollywood film, The Last Samurai, starring Tom Cruise and Ken Watanabe. In this vibrant new biography, Mark Ravina, professor of history and Director of East Asian Studies at Emory University, explores the facts behind Hollywood storytelling and Japanese legends, and explains the passion and poignancy of Saigo's life. Known both for his scholarly research and his appearances on The History Channel, Ravina recreates the world in which Saigo lived and died, the last days of the samurai. The Last Samurai traces Saigo's life from his early days as a tax clerk in far southwestern Japan, through his rise to national prominence as a fierce imperial loyalist. Saigo was twice exiled for his political activities -- sent to Japan's remote southwestern islands where he fully expected to die. But exile only increased his reputation for loyalty, and in 1864 he was brought back to the capital to help his lord fight for the restoration of the emperor. In 1868, Saigo commanded his lord's forces in the battles which toppled the shogunate and he became and leader in the emperor Meiji's new government. But Saigo found only anguish in national leadership. He understood the need for a modern conscript army but longed for the days of the traditional warrior. Saigo hoped to die in service to the emperor. In 1873, he sought appointment as envoy to Korea, where he planned to demand that the Korean king show deference to the Japanese emperor, drawing his sword, if necessary, top defend imperial honor. Denied this chance to show his courage and loyalty, he retreated to his homeland and spent his last years as a schoolteacher, training samurai boys in frugality, honesty, and courage. In 1876, when the government stripped samurai of their swords, Saigo's followers rose in rebellion and Saigo became their reluctant leader. His insurrection became the bloodiest war Japan had seen in centuries, killing over 12,000 men on both sides and nearly bankrupting the new imperial government. The imperial government denounced Saigo as a rebel and a traitor, but their propaganda could not overcome his fame and in 1889, twelve years after his death, the government relented, pardoned Saigo of all crimes, and posthumously restored him to imperial court rank. In THE LAST SAMURAI, Saigo is as compelling a character as Robert E. Lee was to Americans-a great and noble warrior who followed the dictates of honor and loyalty, even though it meant civil war in a country to which he'd devoted his life. Saigo's life is a fascinating look into Japanese feudal society and a history of a country as it struggled between its long traditions and the dictates of a modern future.




Narrative Mechanics


Book Description

What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.