![]() ![]() ![]() We draw on examples from the early days of video games with titles like " Dracula " (Imagic for Intellivision, 1982) set in a virtual London and evoking European folklore, to the rich possibilities offered by " Vampire the Masquerade: Bloodlines " (Activision for PC, 2004) which conjures up the subtropical New Orleans vampire tradition, and then turn to the latest experimental games using the example of " Tainted " (ITE/NUS for PC, 2016), which taps into the rich Pontianak vampire-ghost myths of the Malay Archipelago. A selection of games and vampires will be analysed in terms of gameplay and storytelling elements to show how the rich mythology and folklore that characterises these liminal beings can be successfully employed in a variety of settings and contexts. ![]() This paper discusses traditional vampire tropes as a tool for innovation and novel experiences in the history of video games. ![]()
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