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The Batman Arkham Trilogy, is in my opinion one of the best video game trilogies for a long time, It’s story, game
themes, and characters all add up to a truly thrilling game series. This is done probably through the rich storyline that
although it is long, and is questionable because it is supposedly over one night per game, uses concepts and
batman back history that makes it epic. I could replicate this in my game, by having a rich storyline that has detail
and backstory. The trilogy we originally the two games Arkham asylum, and Arkham city, Arkham origins came after
but is a prequel. Chronologically the story goes thusly, Batman is a new vigilante on the streets, the police are after
him, and the Black Mask has put a bounty on his head. Eight of Gotham's deadliest villains are ready to kill the Bat, but the Dark
Knight is an immovable object. It turns out that the Black Mask was kidnapped a while ago, and the person impersonated
him is in fact the Joker, someone who may become Batman’s greatest enemy. Several years later, in the next game, batman
is delivering the joker to Arkham Asylum, only it is a trap which leads to Batman being caught in the jokers plan to make
an army of creatures using the titan formula. Something used to make Bane. Batman travels thought the
island defeating his greatest enemies to confront the Joker. After the events of Arkham Asylum, the council of Gotham city
decide to do something about the criminals, putting all of the city’s scum in one place “Arkham City” right in the centre of
Gotham. Bruce Wayne is captured, but soon suits up as the Batman to find out who is behind what is known as Protocol
Ten. Batman later finds out the Joker is dying, and he injects his blood into Batman's, meaning Batman must find the cure
before they both die. In the climax the Joker dies, and Batman is forever changed. This story is a lot more detailed
than this, and this is what makes the trilogy so special. So what else makes the series so great?
What makes the Arkham trilogy so great is the way the characters are represented, Batman as a true Dark Knight. The
Joker who could be the most insane but frighten villain. Bane, an unstoppable mass of strength, Poison Ivy and Cat
woman true femme fatales, and of course then seemingly never ending spread of criminals and sidekicks. The fighting
system of the Arkham series is what makes you feel like batman, when you are able to take on a group of thirty
criminals, with the sense of actually hitting them every time you hit them, you can be the batman. Other elements can be
used to capture the audience, such as the great number of side missions and collectables to find and do. The challenge levels as well, which gives you the illusions
you’ve always got something to do. This is third person RPG, which means you control the character, batman, and its in third person perspective. This could be a
potential idea to base the look of my game on, I may certainly try to involve the fighting system used in the Batman Arkham games. The age rating for these games is
15, because of strong violence and elements of fear. The audience that plays these games are young adults, I think my game will also be for young adults. The cover
art for this game is simple but really does have the batman feel, with the typography
as part of the logo, the image of batman, and Gotham city in the background, the
aim of a cover is to attract the audience and describe the game, this does it well.
Tomb Raider, the newest game to the franchise is a prequel to the well known
game sin the past. How did Lara Croft become the highly skilled femme fatale
she is today. This game, or rather several prequel games lead us to this answer.
This game allows you to take control of a young Lara, as she embarks on an
adventure to an island. Naturally the boat is destroyed in a storm, and she is left
trapped on the island. She must meet up with the crew, and her friends. It soon
not only becomes a survival game, but a game to try and find the secrets if the
island. She soon escapes, but is forever changed by the events of the game.
This game is different to the Batman games, because the batman games had different themes that made it a good game, Tomb raider is different, its story is much
like a thick book, full of detail. The fighting system is not like that of Batman's, Lara needs to survive, and the system reflects this. The game has been scripted the
whole way through, for example you may be randomly walking through the forest, when a tree collapses and you are sent sliding down a hill. You grab onto a branch
and have to jam the A button to stop from falling. This effectively keeps the player always on their toes, which makes Tomb Raider a good game. Tomb raider is an
RPG, and like batman is in the third person perceptive. Theses games give the illusion you are watching a film, as apposed to playing a game, Tomb Raider does this
well, because there is no health bar, and the weapon selection disappears when you don’t need it, this means that you only
see Lara and the landscapes in the game, so it seems less like a game. I could do this, the only problem is, if I wanted a fighting
system like the batman games, then I would need to have a health bar, and potential a mini map. This means that it is a
choice of whether I chose the Tomb Raider style or the batman style. I could still have elements from both. For example, Tomb
raiders technique of Tomb you feel like you are in the game. having a compelling soundtrack is also a good way to make the
game thrilling. A further aspect of the game is the colour game, reflect the location she is in. greys and black and whites,
not an attractive scheme. But this reflects how she is trapped in an unfriendly atmosphere, away from any safety.
However towards the end of the game the landscapes do get brighter and more colourful, unless you are in a level against a
mythical beast, then the screen is white and dangerous elements are in place. The typography of the game title is like its logo it
can be recognised when you see it, and I like this font because it perfectly reflects the game. It is about survival, and the title
looks like it has been painted perhaps on rock, like you would if you didn’t have one or paper on an island. That is what makes
the title good on this game, but what about Batman. The font of Batman is recognisable as well, there logo is the bat
symbol, and it has there shadowy thin font as well, this reflects the batman game because there are elements of batman bad fear.
So what about characters in the Tomb Raider game, you’d expect Lara to be a bad ass tomb raider, but she isn’t. she is a scared
young adult, this game shows her transformation not into the tomb raider, but into some one who can survive. The actress
who used motion capture to play her was able to convey the emotions of fear and pain, which made it more realistic. For
example the first time Lara kills someone, that is a milestone for anyone, and it I reflected very well in the game. Other
characters aren’t as compelling as Lara, like Sam her friend who came with her on the trip and is believed by the island
dwellers to be some sort of goddess. Sam is kidnapped and provided Lara and you as a player to save her. This is what the game does well as a side story that melts
into the main story. Motion capture is used to make the characters in the game, I could use motion capture for my game, if I am able tog et hold of the hardware and
software to do so. If I can I would have to get an actor to play my character,
and hopefully convey feelings and emotions as well as they do on Tomb
Raider. The cover to this game is quite expressive of there isolation and
survival aspect of the game itself. It is grey and dark, because you are trapped,
there is a crashed debris in the background, and an injured Lara croft in the
foreground. It explains what is in the game, the typography as I have said is
very expressive of what happens in the game,, and it does jump of the
cover of the picture.
The third installment in the Elder scrolls series, is Morrowind. the first is
Arena, one of the earliest games because it was two dimensional the
second was daggerfall. you can imagine a paper background, then other
paper characters seemingly approaching you in three dimensions. this
was possibly the first illusion of three dimensional games, Morrowind is
the first true three dimensional elder scrolls game. the characters were
sharp and least looking humanoids in games, aside fro perhaps early Lara
Croft versions. the characters in question are not concentrated on in this
game. in fact because it is an open world game, some characters are
merely guards of villagers, who will have names, jobs and back stories but aren't important. this is the magic of the elder scrolls games, you are the only real main
character, and you are whatever you want to be. you can create everything about yourself. you could be a magician, or a warrior or even a thief. in other words the
story and its details all revolve around you, you are the main character. other characters that have important roles in the
game may be the arch mage at the wizard council or the chief assassin at the dark brotherhood. Morrowind is part of an open world
RPG the graphics I have mentioned are not Morrowind strong point in todays society, but I am analyzing this game as a
classic. and since it came out a long time its graphics could be sounded very good compared to others. the fantasy world
of Tamriel full of mountains, forests and skies make it a place you would want to live in if you had the chance. or may take too
much time and effort to create an own world game like this, but I could consider having a character system like Morrowind
or other elder scroll games, by giving the user the ability to design there own character bad his/her traits. the fighting
system is also very different from Tomb raider or batman, for one you can change the game from first person perspective to
third person perspective. in other words you could be in first person perspective aiming a bow, then suddenly you are
surrounded by enemies, so you switch to third person to get a better view on the situation. this is something I will consider as
part of my game because the two perspective points would make fighting and exploring a lot more interesting. Something I
like about the cover of this game, and something I can contrast to oblivions' cover is that it seems to be on paper.
There I a lot of history to the world of material and the books they have in the game help this. So it makes sense for them to
have a cover that looks like a book or at least a piece of parchment. It may just be the shade of the paper, and although
it isn’t clear what happens in the game, the paper look makes you realize it’s a fantasy game. The logo of the dragon looks like
embroidery, and the typography of elder scrolls Morrowind is frequent in all the elder scrolls games, which is fantasy, so
this looks medieval like.
The fourth and one of my favorite installments to the elder scrolls
series is Oblivion. it came out in the 2005 when three dimensional
games were in the golden age. oblivions' graphics were very good
and had a mist to it that, since I played it several years ago add to
the nostalgia feel. this is something I would not be able to replicate.
the game is signal to Morrowind, it is an open world were you are
the main character and you chose what happens to yourself and
the world around you. the story or oblivion is one that quite heroic
and compelling, the daedric god mehrunes Dagon is opening gates to oblivion throughout Cyrodill, you are the one the emperor foretold to close the oblivion
gates, and that is what you do. there were sixty in total, each literally with a miniature map to explore, run from overpowered demons, kill them when you
are leveled up high enough and close the gates from the inside. I could do something similar to this with my game,
because my game will have portals to other worlds, the maps would be bigger but there are the same concepts.
Eventually you do close all the gates, and save Cyrodill, but there are many other missions to do that help
to give the illusion that this is a real living world. you could become the champion of the arena, or become the
listener to the night mother of the dark brotherhood. there are caves to conquer and creatures to kill, treasure to
find, and pockets to pick. I speak fondly of this game because it is nostalgic. Elder scrolls oblivion had this that
made it a great game, but even oblivion was nothing compared to what game came next.
The cover to oblivion is one of my favorites, because it like the game looks real. It looks like a old tatted piece of
parchment, with the typography and logo seemingly burnt through. This is like the game because the oblivion
gates burn through into the real world in a sense. The typography is like that of an elder scrolls game, medieval and
fantasy, like times new roman, only it has the colors of lava and molten metal. This is like the planes of oblivion so
it is expressive. The logo has the same color look to it.
Each game takes place in a different area of the world material,
Cyrodill is where oblivion was placed, skryim is the biggest area
of material. if you scaled skryim to real world size it would be
bigger than the UK, not to mention all the caves that go on
forever. Elder Scrolls five, Skryim the biggest and best game of
the series. 2011's installment to the franchise was not a ripple
into the video game ocean, but a wave. you are the last dragon
born, someone who can speak the language of the
dragons. Alduin, the world eater king of the dragons your greatest threat is back, and he is bringing back only the dragons. someone needs to
fight back, someone needs to kill alduin, only the dragon born can harness the power of the thu'um, the language of the dragons to fight the
dragons. a note id like to add, when dragons use their thu'um, it usually means they are having a strong
worded argument not a fight to the death. skryim has a compelling main quest line and what seems like
endless side missions. because there is endless side missions, there is a game engine that allows the game
to spawn random quests so the world will always give you something to do. having so many side missions is
something that I will hopefully do as part of my game as well, since it scan add to the illusion of it being a real
world. Skyrim's graphics are its high point, it looks like a real world, the forest bad northern mountains
even the blades of grass and the snow look real, it makes it a real world and this is what makes it great.
the atmosphere is something that makes skryim real, the combination of earth noises and music create
an atmosphere that if you listen to it when you don't play the game, you are brought back to the world. I
could o this but I don't have the resources to make an orchestra to make beautiful capturing music. much like
oblivion and Morrowind, the fighting system is the same, you have first person and third person
perspective fights, this helps to make you feel like you are in the real world. and it also makes it easier to make
a kill, especially in first person, because you have your fists in front of the screen it seems as if you are in the
eyes of screen. The cover of the game goes with the theme of the last two games, it look like an old tattered
book, like the ones in the game. For this game in particular, there is a book called, ‘book of the dragon
born’ which is not one you are forced to read but it does explain the sort of the dragonborn and the
game. It doesn’t have the title or the age rating, but it does have the stone dragon logo. The typography is again the same to the other games,
but this time it looks like its been carved from stone. The opening of the game starts with a mural of the past when the dragons first appeared,
then leading up to the now after the events of
oblivion it when the dragons return and the
dragonborn will return.
Hitman absolution, is as dark as the title suggests, this game is
unlike others, because it puts you in control the world most
dangerous assassin. Agent 47 is enhanced in every way. You
progress through a selection of detailed mission to assassinate
your target. This is not an open world game, each mission has
a limit on its size, for example the china town mission is limited
only to the size of the town square. However anywhere
throughout the area is things you can use to kill the target. Poison from a blowfish, sniper from a drug dealer, or the classic with the
dual pistols you have. There is a story to it, but you often forget because the mission do not relate to it. of course the rate you kill is
related to the cut scene before explaining why you should kill them, but its easy to forget with all the choices you have to make, and
all the things you can collect. The character in the game is a strong one,, but not one like batman, he is known only as Agent 47, his
skill set is unmatched, but not much else is known about his story, the mystery surrounding
the character makes him an interesting anti-hero. The style of the game is in third person, so you can
see all them optional objectives around you, but the screen full very corner with a weapon wheel, a mini
map, characters facts etc. These are necessary to complete the missions, but it still prevents the
game form fully feeling like a real world. The graphics are surprisingly good for a 2009 game, the
worlds are detailed, and the colour scheme, which is dark and menacing also help the Hitman
atmosphere. The game cover for this game is interesting. It carefully captures the aspects and
conventions of the game. The blood obviously representing blood, makes a cool background for
the Hitman in the front, his iconic guns and tie in clear view. The typography is sinister. And there is not
much else which adds to the stealth and shadow feel in the game. There are elements of this game
that I could put in my own, the fighting system is not really a fighting system, it is an assassin
fighting system, where you can kill anyone but you are not rewarded for it. since my game is
technically an assassin game I would be smart to consider the aspects of this game but perhaps not.
My game will have a story too it, and might be like batman or tomb raider, in the way that you have a
free world to explore, or a controlled one
like a film, but when you find the target
you have some options in which to make
the kill.
Far cry 3 is an important game to me, not because it was
nostalgic, but because it changed me, or at least made me feel
different when I finished playing it. Perhaps this was to do with the
story that actually made me feel emotion when I was playing
it, or the open world that I like the character felt trapped in. this
kinda of real world feel for a game is what all video game
designers strive for, and for me far cry 3 achieved. The
campaign was reasonably long, and so much so it was put into three acts. You get a real
anger against one he greats villains in video games of all time, when you and your friends are captured and tortured. You escape and
have to help your friends escape through any means necessary. You kill Vaas at the end of act two. that is not the end of the game
because you then have to infiltrate an organisation of private army people to kill Vaas' boss. I got a great feeling when I completed
the game, but when the credits played, the music they used was almost chilling. I listened to it of course, and
when I listened to the credits again after several months, it gave made me remember my time on the island.
Course I wasn’t really on the island, but listening to the music made me feel as if I had really escaped.
This is what happens when a game is combined with really good music. This is something that I
would like to replicate with my game, having a score that, when people listen to it again they
remember the game. Far cry 3 is a first person shooter RPG, which is surprising science there are
many things you can collect, and many people to do. Much like the elder scrolls games, but in far
cry 3, everything is always in your first person perspective to help the illusion it sis you trapped on the
island which is a good effect to have. The graphics also help this illusion because they are also very
good and realistic. The fighting system is also different, it looks and feels like it is you killing them, your
weapons are in front of you, you can aim a bow like you would in real life. The game cover, or rather disc
design, which is the same captures the game perfectly. In the background is the island with storm clouds behind that, this both
expresses the fear and entrapment in the game. In the foreground is a bloodied knife, this represents the anger and will to fight and
kill. Clearly you kill in this game. Finally the typography of this cover is like that from the Tomb Raider game, like its been painted on
the wall of a cave and its slow peeling off.
Watch dogs is a modern game, with modern themes,
realistic graphics and a very interesting concept. The
premise of watch dogs is that the city of Chicago is all
linked by a program cTos, is a computer program that
links all devices all machines. You have the ability to
hack it. So quite literally the city is your playground.
Watch dogs has a very interesting story to it, and
incorporates the skill you have to hack very well. In fact I
found myself most of the time hacking peoples bank accounts just for the sake of it. The story isn’t as compelling or thrilling as say that of far cry
3, the same game manufacture as watch dogs. Btu it is interesting none the less, plus if you did ever get bared there was always side missions
and collectibles to get. There were also some amazing mini games in which you take a “digital trip” you are injected with something hat causes
you to hallucinate and take part in video games were you run over zombies, or take control of a massive spider tank.
This idea is something I could involve in my game because having side missions can help o excite the
players. The characters aren’t as interesting as the game's concept, you play an uncle who ahs lost his
niece, and you want for revenge against the killer. You find the killer In the first level of the game, which
actually make you want to play the game more since the opening is thrilling, you cause blackout in a stadium
and have to escape the police. Its thrilling and a very good film opening. Other characters include your sister,
T-bone, a hacker whom could be crazy. And Default, who only has a short par tin the game as a nemesis, but has
a modern day internet hacker feel too it. It makes the game realistic, it makes it feel like this happening right
now. Because this hacker, who always appears with a mouse hat, is like some of the modern day hackers we
have in our society today. The cover of watch dogs is pretty self explanatory. The main character you control
in third person is in any view. With a gun to make it clear you kill. He holds a phone with wireless liens that
connect to someone else device and a security camera, this is the hacking concept in the game and it is
represented well. Finally the typography, in y option is very good. The concept of the game is hacking, and the
title helps this, it looks as through this some text this been through a computer with interference and its not
fully loaded. Difficult to describe, but if I chose some typography of my game cover that is like this, then it
could help with some of the concepts of my game. For example I could have some font that looks like its been
through time, because the main concept of my game is time travel. A final note for this game, is that it is a real life open world, like GTA 5, the
world around you is real and living, people are taking part in activities, people are eating exercising, or just driving around. This and the fact the
police will come every time you commit a crime helps portray
the open world for this game.
Halo is a franchise that has a history to it, perhaps the
best franchise for gaming because its so well known.
The first halo game, is one of the first three dimensional
games every. Certainly one of the first action games with
this velocity. The halo games have one the best stories
to it, and one of the best characters. The backstory for
halo is that in the far future of an ancient race called the
”forerunners” had created massive hallo rings in space
to eradicate all life in order to defeat a virus, the flood were a parasite species that would destroy
the universe. The halo rings destroy all living things, and are still represented in the events of halo. The UNSC find the rings as do the Covenant a
group of different alien species that all believe in the eradication of all life. I order to defat this foe the UNSC,
in there losing battle create in secret Spartans. Highly advanced warriors with great strength and skill than any
human. Not too mention they are eight feet tall and have armor that can allow them to falls through the
atmosphere and survive. The last Spartan in the events of halo 3 is Master Chief the most famous badass
in existence. Master chief has no identity, people only see his armor and that’s what makes him
great. Not having a back story to him and having what could be a blank space in the rich text of the halo
story makes the game with playing,. Because you fills that space. Halo allows you to become master chief.
This is not something I wouldn’t be able to do because to make a good game I would have to have
story and a main character, I could try to make my own master chief but it would be difficult. The fighting
system for halo is like that of titanfall or Crysis. It is a futuristic first person shooter. And also like Crysis, there
is no open world it has massive maps that you explore and kill in for every mission. This is probably the
mission types I will have for my game because it will be easier to design. The cover design for this game is
a lot like Crysis. The fact that there is the background of a war ground, and the foreground of the cover, is the
character. In this case master chief, who does look epic. The typography of a halo is famous because it is
recognizable everywhere, you see this font, you see the circle with a dot in the middle and you think halo. It
has a ancient, futuristic look to it as well, and it is used continually through each of the four games, which
makes it look like more of a series of games.
Crysis 3 is a thrilling game, and one of my favorite because it
is a true science fiction and action game Crysis 3 is one of the
main games that I’d like to be my want to be like,
because it is a shooting game with a thick story and a real
reason for it. You are Alcatraz, or rather it doesn't matter
what the character is it matters what the suit you are wearing is.
Ti is a biscuit that has been combined with alien tech to become a super weapon. Enhanced healing, strength, speed and
accuracy, the suit makes the wearer a super human. This is the third age in the series, and perhaps the penultimate one.
you were previously captured and tortured to try and remove the suit. You are freed by
a friend who you later lose and embark on a mission from the biodome that sued to be
New York city. There is a war against aliens going on, and your mission is to kill there
leader, because you skills ever the link with all the other aliens if you do. The fighting
system for Crysis is my favorite, when you make a kill the sound is real you feel like
you’ve killed an alien. The graphics are also very good, the Crysis games are known for having
top market graphics, and they do not disappoint with Crysis 3. I hope to make a game like
this, with a similar fighting system and graphics, I would make to be a great game. Like
titanfall, it is not an open world game there are missions with massive maps into explore
and fight enemies, only this time this story oriented. The cover for this game is granted not
the best I’ve seen, but it does make we want to play it. In the background is the biodome, the
city in which as destroyed by the alien invasion and is now contained. In the foreground is
the main character in the shot preparing to make a kill with at the bow seemingly facing
towards you. The typography for this game is like the logo for the series the Crysis font
is very science fiction like and easily recognisable. I will find a font in which I can have the same effect for my audience.
Titanfall has no story lien too item it ha a
back story of course and one main concept,
but aside from that it is just a first person
shooter online game. The concept of
titan fall is that you are pilot, a skilled fighter
with technology that allows you to rerun on
walls and jump distances. The weapons
you have make for excellent kills as well.
However when you reach a point, when you
get enough kills, you can have a titanfall. That means a giant robot you pilot will literally drop through the atmosphere and you can control it
into the fight. This adds a new level to online shooters and makes it different to halo. The premise to this concept is that was a and the only way
to win was to built, titans. It’s a cool but unoriginal concept. The graphics for this game are realistic and
very captivating. Its futuristic world you're in, but not an open world. There are only small maps in which you
fight, and its usually just different areas to kill enemies in. The fighting system as I've said is very good, the
futuristic weapons you have make good kills, then there's the titans which just add to the epic fell of the
game. There aren’t any main characters in this game, its only you really yourself, your own character you
customize and level up, like skryim but with no special dragonborn powers. I like this games cover because the
typography is futuristic and war-like, like the game itself. The background is a warzone but the foreground
is a pilot crouching on the weapon of at titan. This is almost like a serenity of after mass of a war, when the
pilot rests with his giant companion and reflects in what the has done. This isn't necessarily a concept of
the game but it does make you want to buy it. I chose to analyze titanfall because of the fighting system and to
compare it to games with a storyline, and in my opinion its almost just as good. However if there as a
version of this will full and in-depth story it could become an even better game.

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Game research

  • 1.
  • 2. The Batman Arkham Trilogy, is in my opinion one of the best video game trilogies for a long time, It’s story, game themes, and characters all add up to a truly thrilling game series. This is done probably through the rich storyline that although it is long, and is questionable because it is supposedly over one night per game, uses concepts and batman back history that makes it epic. I could replicate this in my game, by having a rich storyline that has detail and backstory. The trilogy we originally the two games Arkham asylum, and Arkham city, Arkham origins came after but is a prequel. Chronologically the story goes thusly, Batman is a new vigilante on the streets, the police are after him, and the Black Mask has put a bounty on his head. Eight of Gotham's deadliest villains are ready to kill the Bat, but the Dark Knight is an immovable object. It turns out that the Black Mask was kidnapped a while ago, and the person impersonated him is in fact the Joker, someone who may become Batman’s greatest enemy. Several years later, in the next game, batman is delivering the joker to Arkham Asylum, only it is a trap which leads to Batman being caught in the jokers plan to make an army of creatures using the titan formula. Something used to make Bane. Batman travels thought the island defeating his greatest enemies to confront the Joker. After the events of Arkham Asylum, the council of Gotham city decide to do something about the criminals, putting all of the city’s scum in one place “Arkham City” right in the centre of Gotham. Bruce Wayne is captured, but soon suits up as the Batman to find out who is behind what is known as Protocol Ten. Batman later finds out the Joker is dying, and he injects his blood into Batman's, meaning Batman must find the cure before they both die. In the climax the Joker dies, and Batman is forever changed. This story is a lot more detailed than this, and this is what makes the trilogy so special. So what else makes the series so great? What makes the Arkham trilogy so great is the way the characters are represented, Batman as a true Dark Knight. The Joker who could be the most insane but frighten villain. Bane, an unstoppable mass of strength, Poison Ivy and Cat woman true femme fatales, and of course then seemingly never ending spread of criminals and sidekicks. The fighting system of the Arkham series is what makes you feel like batman, when you are able to take on a group of thirty criminals, with the sense of actually hitting them every time you hit them, you can be the batman. Other elements can be used to capture the audience, such as the great number of side missions and collectables to find and do. The challenge levels as well, which gives you the illusions you’ve always got something to do. This is third person RPG, which means you control the character, batman, and its in third person perspective. This could be a potential idea to base the look of my game on, I may certainly try to involve the fighting system used in the Batman Arkham games. The age rating for these games is 15, because of strong violence and elements of fear. The audience that plays these games are young adults, I think my game will also be for young adults. The cover art for this game is simple but really does have the batman feel, with the typography as part of the logo, the image of batman, and Gotham city in the background, the aim of a cover is to attract the audience and describe the game, this does it well.
  • 3. Tomb Raider, the newest game to the franchise is a prequel to the well known game sin the past. How did Lara Croft become the highly skilled femme fatale she is today. This game, or rather several prequel games lead us to this answer. This game allows you to take control of a young Lara, as she embarks on an adventure to an island. Naturally the boat is destroyed in a storm, and she is left trapped on the island. She must meet up with the crew, and her friends. It soon not only becomes a survival game, but a game to try and find the secrets if the island. She soon escapes, but is forever changed by the events of the game. This game is different to the Batman games, because the batman games had different themes that made it a good game, Tomb raider is different, its story is much like a thick book, full of detail. The fighting system is not like that of Batman's, Lara needs to survive, and the system reflects this. The game has been scripted the whole way through, for example you may be randomly walking through the forest, when a tree collapses and you are sent sliding down a hill. You grab onto a branch and have to jam the A button to stop from falling. This effectively keeps the player always on their toes, which makes Tomb Raider a good game. Tomb raider is an RPG, and like batman is in the third person perceptive. Theses games give the illusion you are watching a film, as apposed to playing a game, Tomb Raider does this well, because there is no health bar, and the weapon selection disappears when you don’t need it, this means that you only see Lara and the landscapes in the game, so it seems less like a game. I could do this, the only problem is, if I wanted a fighting system like the batman games, then I would need to have a health bar, and potential a mini map. This means that it is a choice of whether I chose the Tomb Raider style or the batman style. I could still have elements from both. For example, Tomb raiders technique of Tomb you feel like you are in the game. having a compelling soundtrack is also a good way to make the game thrilling. A further aspect of the game is the colour game, reflect the location she is in. greys and black and whites, not an attractive scheme. But this reflects how she is trapped in an unfriendly atmosphere, away from any safety. However towards the end of the game the landscapes do get brighter and more colourful, unless you are in a level against a mythical beast, then the screen is white and dangerous elements are in place. The typography of the game title is like its logo it can be recognised when you see it, and I like this font because it perfectly reflects the game. It is about survival, and the title looks like it has been painted perhaps on rock, like you would if you didn’t have one or paper on an island. That is what makes the title good on this game, but what about Batman. The font of Batman is recognisable as well, there logo is the bat symbol, and it has there shadowy thin font as well, this reflects the batman game because there are elements of batman bad fear. So what about characters in the Tomb Raider game, you’d expect Lara to be a bad ass tomb raider, but she isn’t. she is a scared young adult, this game shows her transformation not into the tomb raider, but into some one who can survive. The actress who used motion capture to play her was able to convey the emotions of fear and pain, which made it more realistic. For example the first time Lara kills someone, that is a milestone for anyone, and it I reflected very well in the game. Other characters aren’t as compelling as Lara, like Sam her friend who came with her on the trip and is believed by the island dwellers to be some sort of goddess. Sam is kidnapped and provided Lara and you as a player to save her. This is what the game does well as a side story that melts into the main story. Motion capture is used to make the characters in the game, I could use motion capture for my game, if I am able tog et hold of the hardware and software to do so. If I can I would have to get an actor to play my character, and hopefully convey feelings and emotions as well as they do on Tomb Raider. The cover to this game is quite expressive of there isolation and survival aspect of the game itself. It is grey and dark, because you are trapped, there is a crashed debris in the background, and an injured Lara croft in the foreground. It explains what is in the game, the typography as I have said is very expressive of what happens in the game,, and it does jump of the cover of the picture.
  • 4. The third installment in the Elder scrolls series, is Morrowind. the first is Arena, one of the earliest games because it was two dimensional the second was daggerfall. you can imagine a paper background, then other paper characters seemingly approaching you in three dimensions. this was possibly the first illusion of three dimensional games, Morrowind is the first true three dimensional elder scrolls game. the characters were sharp and least looking humanoids in games, aside fro perhaps early Lara Croft versions. the characters in question are not concentrated on in this game. in fact because it is an open world game, some characters are merely guards of villagers, who will have names, jobs and back stories but aren't important. this is the magic of the elder scrolls games, you are the only real main character, and you are whatever you want to be. you can create everything about yourself. you could be a magician, or a warrior or even a thief. in other words the story and its details all revolve around you, you are the main character. other characters that have important roles in the game may be the arch mage at the wizard council or the chief assassin at the dark brotherhood. Morrowind is part of an open world RPG the graphics I have mentioned are not Morrowind strong point in todays society, but I am analyzing this game as a classic. and since it came out a long time its graphics could be sounded very good compared to others. the fantasy world of Tamriel full of mountains, forests and skies make it a place you would want to live in if you had the chance. or may take too much time and effort to create an own world game like this, but I could consider having a character system like Morrowind or other elder scroll games, by giving the user the ability to design there own character bad his/her traits. the fighting system is also very different from Tomb raider or batman, for one you can change the game from first person perspective to third person perspective. in other words you could be in first person perspective aiming a bow, then suddenly you are surrounded by enemies, so you switch to third person to get a better view on the situation. this is something I will consider as part of my game because the two perspective points would make fighting and exploring a lot more interesting. Something I like about the cover of this game, and something I can contrast to oblivions' cover is that it seems to be on paper. There I a lot of history to the world of material and the books they have in the game help this. So it makes sense for them to have a cover that looks like a book or at least a piece of parchment. It may just be the shade of the paper, and although it isn’t clear what happens in the game, the paper look makes you realize it’s a fantasy game. The logo of the dragon looks like embroidery, and the typography of elder scrolls Morrowind is frequent in all the elder scrolls games, which is fantasy, so this looks medieval like.
  • 5. The fourth and one of my favorite installments to the elder scrolls series is Oblivion. it came out in the 2005 when three dimensional games were in the golden age. oblivions' graphics were very good and had a mist to it that, since I played it several years ago add to the nostalgia feel. this is something I would not be able to replicate. the game is signal to Morrowind, it is an open world were you are the main character and you chose what happens to yourself and the world around you. the story or oblivion is one that quite heroic and compelling, the daedric god mehrunes Dagon is opening gates to oblivion throughout Cyrodill, you are the one the emperor foretold to close the oblivion gates, and that is what you do. there were sixty in total, each literally with a miniature map to explore, run from overpowered demons, kill them when you are leveled up high enough and close the gates from the inside. I could do something similar to this with my game, because my game will have portals to other worlds, the maps would be bigger but there are the same concepts. Eventually you do close all the gates, and save Cyrodill, but there are many other missions to do that help to give the illusion that this is a real living world. you could become the champion of the arena, or become the listener to the night mother of the dark brotherhood. there are caves to conquer and creatures to kill, treasure to find, and pockets to pick. I speak fondly of this game because it is nostalgic. Elder scrolls oblivion had this that made it a great game, but even oblivion was nothing compared to what game came next. The cover to oblivion is one of my favorites, because it like the game looks real. It looks like a old tatted piece of parchment, with the typography and logo seemingly burnt through. This is like the game because the oblivion gates burn through into the real world in a sense. The typography is like that of an elder scrolls game, medieval and fantasy, like times new roman, only it has the colors of lava and molten metal. This is like the planes of oblivion so it is expressive. The logo has the same color look to it.
  • 6. Each game takes place in a different area of the world material, Cyrodill is where oblivion was placed, skryim is the biggest area of material. if you scaled skryim to real world size it would be bigger than the UK, not to mention all the caves that go on forever. Elder Scrolls five, Skryim the biggest and best game of the series. 2011's installment to the franchise was not a ripple into the video game ocean, but a wave. you are the last dragon born, someone who can speak the language of the dragons. Alduin, the world eater king of the dragons your greatest threat is back, and he is bringing back only the dragons. someone needs to fight back, someone needs to kill alduin, only the dragon born can harness the power of the thu'um, the language of the dragons to fight the dragons. a note id like to add, when dragons use their thu'um, it usually means they are having a strong worded argument not a fight to the death. skryim has a compelling main quest line and what seems like endless side missions. because there is endless side missions, there is a game engine that allows the game to spawn random quests so the world will always give you something to do. having so many side missions is something that I will hopefully do as part of my game as well, since it scan add to the illusion of it being a real world. Skyrim's graphics are its high point, it looks like a real world, the forest bad northern mountains even the blades of grass and the snow look real, it makes it a real world and this is what makes it great. the atmosphere is something that makes skryim real, the combination of earth noises and music create an atmosphere that if you listen to it when you don't play the game, you are brought back to the world. I could o this but I don't have the resources to make an orchestra to make beautiful capturing music. much like oblivion and Morrowind, the fighting system is the same, you have first person and third person perspective fights, this helps to make you feel like you are in the real world. and it also makes it easier to make a kill, especially in first person, because you have your fists in front of the screen it seems as if you are in the eyes of screen. The cover of the game goes with the theme of the last two games, it look like an old tattered book, like the ones in the game. For this game in particular, there is a book called, ‘book of the dragon born’ which is not one you are forced to read but it does explain the sort of the dragonborn and the game. It doesn’t have the title or the age rating, but it does have the stone dragon logo. The typography is again the same to the other games, but this time it looks like its been carved from stone. The opening of the game starts with a mural of the past when the dragons first appeared, then leading up to the now after the events of oblivion it when the dragons return and the dragonborn will return.
  • 7. Hitman absolution, is as dark as the title suggests, this game is unlike others, because it puts you in control the world most dangerous assassin. Agent 47 is enhanced in every way. You progress through a selection of detailed mission to assassinate your target. This is not an open world game, each mission has a limit on its size, for example the china town mission is limited only to the size of the town square. However anywhere throughout the area is things you can use to kill the target. Poison from a blowfish, sniper from a drug dealer, or the classic with the dual pistols you have. There is a story to it, but you often forget because the mission do not relate to it. of course the rate you kill is related to the cut scene before explaining why you should kill them, but its easy to forget with all the choices you have to make, and all the things you can collect. The character in the game is a strong one,, but not one like batman, he is known only as Agent 47, his skill set is unmatched, but not much else is known about his story, the mystery surrounding the character makes him an interesting anti-hero. The style of the game is in third person, so you can see all them optional objectives around you, but the screen full very corner with a weapon wheel, a mini map, characters facts etc. These are necessary to complete the missions, but it still prevents the game form fully feeling like a real world. The graphics are surprisingly good for a 2009 game, the worlds are detailed, and the colour scheme, which is dark and menacing also help the Hitman atmosphere. The game cover for this game is interesting. It carefully captures the aspects and conventions of the game. The blood obviously representing blood, makes a cool background for the Hitman in the front, his iconic guns and tie in clear view. The typography is sinister. And there is not much else which adds to the stealth and shadow feel in the game. There are elements of this game that I could put in my own, the fighting system is not really a fighting system, it is an assassin fighting system, where you can kill anyone but you are not rewarded for it. since my game is technically an assassin game I would be smart to consider the aspects of this game but perhaps not. My game will have a story too it, and might be like batman or tomb raider, in the way that you have a free world to explore, or a controlled one like a film, but when you find the target you have some options in which to make the kill.
  • 8. Far cry 3 is an important game to me, not because it was nostalgic, but because it changed me, or at least made me feel different when I finished playing it. Perhaps this was to do with the story that actually made me feel emotion when I was playing it, or the open world that I like the character felt trapped in. this kinda of real world feel for a game is what all video game designers strive for, and for me far cry 3 achieved. The campaign was reasonably long, and so much so it was put into three acts. You get a real anger against one he greats villains in video games of all time, when you and your friends are captured and tortured. You escape and have to help your friends escape through any means necessary. You kill Vaas at the end of act two. that is not the end of the game because you then have to infiltrate an organisation of private army people to kill Vaas' boss. I got a great feeling when I completed the game, but when the credits played, the music they used was almost chilling. I listened to it of course, and when I listened to the credits again after several months, it gave made me remember my time on the island. Course I wasn’t really on the island, but listening to the music made me feel as if I had really escaped. This is what happens when a game is combined with really good music. This is something that I would like to replicate with my game, having a score that, when people listen to it again they remember the game. Far cry 3 is a first person shooter RPG, which is surprising science there are many things you can collect, and many people to do. Much like the elder scrolls games, but in far cry 3, everything is always in your first person perspective to help the illusion it sis you trapped on the island which is a good effect to have. The graphics also help this illusion because they are also very good and realistic. The fighting system is also different, it looks and feels like it is you killing them, your weapons are in front of you, you can aim a bow like you would in real life. The game cover, or rather disc design, which is the same captures the game perfectly. In the background is the island with storm clouds behind that, this both expresses the fear and entrapment in the game. In the foreground is a bloodied knife, this represents the anger and will to fight and kill. Clearly you kill in this game. Finally the typography of this cover is like that from the Tomb Raider game, like its been painted on the wall of a cave and its slow peeling off.
  • 9. Watch dogs is a modern game, with modern themes, realistic graphics and a very interesting concept. The premise of watch dogs is that the city of Chicago is all linked by a program cTos, is a computer program that links all devices all machines. You have the ability to hack it. So quite literally the city is your playground. Watch dogs has a very interesting story to it, and incorporates the skill you have to hack very well. In fact I found myself most of the time hacking peoples bank accounts just for the sake of it. The story isn’t as compelling or thrilling as say that of far cry 3, the same game manufacture as watch dogs. Btu it is interesting none the less, plus if you did ever get bared there was always side missions and collectibles to get. There were also some amazing mini games in which you take a “digital trip” you are injected with something hat causes you to hallucinate and take part in video games were you run over zombies, or take control of a massive spider tank. This idea is something I could involve in my game because having side missions can help o excite the players. The characters aren’t as interesting as the game's concept, you play an uncle who ahs lost his niece, and you want for revenge against the killer. You find the killer In the first level of the game, which actually make you want to play the game more since the opening is thrilling, you cause blackout in a stadium and have to escape the police. Its thrilling and a very good film opening. Other characters include your sister, T-bone, a hacker whom could be crazy. And Default, who only has a short par tin the game as a nemesis, but has a modern day internet hacker feel too it. It makes the game realistic, it makes it feel like this happening right now. Because this hacker, who always appears with a mouse hat, is like some of the modern day hackers we have in our society today. The cover of watch dogs is pretty self explanatory. The main character you control in third person is in any view. With a gun to make it clear you kill. He holds a phone with wireless liens that connect to someone else device and a security camera, this is the hacking concept in the game and it is represented well. Finally the typography, in y option is very good. The concept of the game is hacking, and the title helps this, it looks as through this some text this been through a computer with interference and its not fully loaded. Difficult to describe, but if I chose some typography of my game cover that is like this, then it could help with some of the concepts of my game. For example I could have some font that looks like its been through time, because the main concept of my game is time travel. A final note for this game, is that it is a real life open world, like GTA 5, the world around you is real and living, people are taking part in activities, people are eating exercising, or just driving around. This and the fact the police will come every time you commit a crime helps portray the open world for this game.
  • 10. Halo is a franchise that has a history to it, perhaps the best franchise for gaming because its so well known. The first halo game, is one of the first three dimensional games every. Certainly one of the first action games with this velocity. The halo games have one the best stories to it, and one of the best characters. The backstory for halo is that in the far future of an ancient race called the ”forerunners” had created massive hallo rings in space to eradicate all life in order to defeat a virus, the flood were a parasite species that would destroy the universe. The halo rings destroy all living things, and are still represented in the events of halo. The UNSC find the rings as do the Covenant a group of different alien species that all believe in the eradication of all life. I order to defat this foe the UNSC, in there losing battle create in secret Spartans. Highly advanced warriors with great strength and skill than any human. Not too mention they are eight feet tall and have armor that can allow them to falls through the atmosphere and survive. The last Spartan in the events of halo 3 is Master Chief the most famous badass in existence. Master chief has no identity, people only see his armor and that’s what makes him great. Not having a back story to him and having what could be a blank space in the rich text of the halo story makes the game with playing,. Because you fills that space. Halo allows you to become master chief. This is not something I wouldn’t be able to do because to make a good game I would have to have story and a main character, I could try to make my own master chief but it would be difficult. The fighting system for halo is like that of titanfall or Crysis. It is a futuristic first person shooter. And also like Crysis, there is no open world it has massive maps that you explore and kill in for every mission. This is probably the mission types I will have for my game because it will be easier to design. The cover design for this game is a lot like Crysis. The fact that there is the background of a war ground, and the foreground of the cover, is the character. In this case master chief, who does look epic. The typography of a halo is famous because it is recognizable everywhere, you see this font, you see the circle with a dot in the middle and you think halo. It has a ancient, futuristic look to it as well, and it is used continually through each of the four games, which makes it look like more of a series of games.
  • 11. Crysis 3 is a thrilling game, and one of my favorite because it is a true science fiction and action game Crysis 3 is one of the main games that I’d like to be my want to be like, because it is a shooting game with a thick story and a real reason for it. You are Alcatraz, or rather it doesn't matter what the character is it matters what the suit you are wearing is. Ti is a biscuit that has been combined with alien tech to become a super weapon. Enhanced healing, strength, speed and accuracy, the suit makes the wearer a super human. This is the third age in the series, and perhaps the penultimate one. you were previously captured and tortured to try and remove the suit. You are freed by a friend who you later lose and embark on a mission from the biodome that sued to be New York city. There is a war against aliens going on, and your mission is to kill there leader, because you skills ever the link with all the other aliens if you do. The fighting system for Crysis is my favorite, when you make a kill the sound is real you feel like you’ve killed an alien. The graphics are also very good, the Crysis games are known for having top market graphics, and they do not disappoint with Crysis 3. I hope to make a game like this, with a similar fighting system and graphics, I would make to be a great game. Like titanfall, it is not an open world game there are missions with massive maps into explore and fight enemies, only this time this story oriented. The cover for this game is granted not the best I’ve seen, but it does make we want to play it. In the background is the biodome, the city in which as destroyed by the alien invasion and is now contained. In the foreground is the main character in the shot preparing to make a kill with at the bow seemingly facing towards you. The typography for this game is like the logo for the series the Crysis font is very science fiction like and easily recognisable. I will find a font in which I can have the same effect for my audience.
  • 12. Titanfall has no story lien too item it ha a back story of course and one main concept, but aside from that it is just a first person shooter online game. The concept of titan fall is that you are pilot, a skilled fighter with technology that allows you to rerun on walls and jump distances. The weapons you have make for excellent kills as well. However when you reach a point, when you get enough kills, you can have a titanfall. That means a giant robot you pilot will literally drop through the atmosphere and you can control it into the fight. This adds a new level to online shooters and makes it different to halo. The premise to this concept is that was a and the only way to win was to built, titans. It’s a cool but unoriginal concept. The graphics for this game are realistic and very captivating. Its futuristic world you're in, but not an open world. There are only small maps in which you fight, and its usually just different areas to kill enemies in. The fighting system as I've said is very good, the futuristic weapons you have make good kills, then there's the titans which just add to the epic fell of the game. There aren’t any main characters in this game, its only you really yourself, your own character you customize and level up, like skryim but with no special dragonborn powers. I like this games cover because the typography is futuristic and war-like, like the game itself. The background is a warzone but the foreground is a pilot crouching on the weapon of at titan. This is almost like a serenity of after mass of a war, when the pilot rests with his giant companion and reflects in what the has done. This isn't necessarily a concept of the game but it does make you want to buy it. I chose to analyze titanfall because of the fighting system and to compare it to games with a storyline, and in my opinion its almost just as good. However if there as a version of this will full and in-depth story it could become an even better game.