Monday, 5 August 2013

Is 'Flower' the new 'Fantasia'? (15/6/2013)

If you were to tell me that a game in which you play flower petals moving in the wind was more significant than most modern games, I would laugh and say it was impossible. How could flower petals convey a story or character as seen in recent great titles such as the latest 'Tomb Raider' or 'The Walking Dead?'.
Yet some how 'Flower' manages to do all this and more, as I will explain below.

I wasn't sure at first where to put this blog post as the game relates in a number of ways to my studies. Therefore I made a list to explain why I feel 'Flower' is the new 'Fantasia' of video games in relation to my modules.

Art:
If anyone tells you 'Flower' isn't art then clearly they don't know what they are talking about! 'Flower' is a wonderful looking game (as seen in the images below) which succeeds in making all the plant life in it act naturally. It also blends colour and lighting perfectly in order to create a soothing atmosphere which is relaxing and calming to look at. This is why, when halfway through the game everything shifts to darker tones e.g. darker environments, thunder clouds and electrical appliances left in the ground (the only things that can harm you), it makes for a great contrast to its first brighter environments.


It's not just a game, it's an experience. You shouldn't ask why, but rather sit back, relax, and look at its splendour and how it comes up with new ways for the player to sore and interact with the environments presented in it.
Therefore, I decided to compare the game to the classic animated Disney movie 'Fantasia' since the latter combines wonderful visuals and audio as further mentioned below. 

Audio: 
One of the reasons I love 'The Legend of Zelda: The Wind Waker' so much is one that many other players may not notice. This being the way it incorporates music, not only in the background, but also into its combat. Each strike the player unleashes causes a note to play which also affects the background music. Therefore when I started to hear notes play from every flower you bloom in 'Flower' I was filled with nostalgia, as this technique is one that adds to the experience without relying on just foley.
From doing this the developers were able to control certain sections of the game's rhythm. Sometimes the player merely passes through the flowers at their own pace, whilst at other times the player flies through canyons at break neck speed sending a chorus of notes playing with every twist and turn. These notes go well with the music which is subtle at first, but truly succeeds in creating atmosphere with just simple piano music playing.
Another reason why I compare the game to the movie 'Fantasia', is that it contains a plethora of tracks which are meant to tell the story, rather than dialogue or exposition.

Further researching online I discovered that the composer, Vincent Diamante actually worked directly with the development team in order to make sure each flower was strategically placed so as the player would send a chorus of notes when he or she flew into them. I also found out that the more petals the player gathered the more instruments played. I had not noticed this before.
Since the music and gameplay are two sides of the same coin it shows that the developers wanted the music to take as much of a role as the gameplay itself. 

Creative Writing:
Even without dialogue or context to the world, the game still somehow manages to allow the player to invest in its world and embrace the concept of playing petals blowing in the wind.
The game starts with just a single potted plant in a grey and dull apartment in the middle of a noisy and busy city. By selecting the drooping plant, however, the player is transported to a field of grass where they start as a single petal from that same flower and proceed to blow through the wind in order to collect others. As the player completes each new area, which is presented by new potted plants both the environments the player plays in and the apartment changes, becoming lighter and brighter with each newly created flower.
I found this to be a very interesting way of telling a story. It seemed to suggest what the world would be like without life, but then how amazing anywhere can look when life is present. In this instance plant life as seen below.


Context:
Finally, I decided to put this post onto Context as the game can be interpreted in a number of ways.
Is it a game soley to be viewed as art? Or is it meant to bring the player's attention to issues such as global warming and the fears of technology devouring the landscape? Afterall, wind turbines and the remains of broken electrical systems can be seen repeatedly within the game, especially when the latter makes the ground around them darker and lifeless.
Perhaps it can be viewed as an allegory for life and creation in general? Maybe even how people 'blossom' since the environment around the potted plants get brighter and better looking as the game continues (seen in the images above).
Afterall, the game was always meant to provoke positive emotion and act as "an emotional shelter" (Carless 2009).

Conclusion:
Overall, I am very glad I was able to finally play this gem of a game, which was released way back in 2008. Thus I feel slightly guilty that I only just got round to playing it, as this game is VERY important to the games' industry. It's a beautiful brightly coloured game that proves that games can explore themes and stories without having to tell the player them directly, or resort to violence and explosions to keep their attention, which many people still believe to be the case including a reviewer (Darrell) who said "While blissfully soaring through a flowery meadow is probably the exact opposite of shooting someone in the face, I still enjoyed playing Flower." (this made me smile).

I look forward to sitting down and playing the companies next game 'Journey' which my colleagues have spoken about with great respect and positive reviews. It is also the first ever game to win a BAFTA which will make playing it even more interesting.

I can only hope more games like 'Flower' are made in order to show the world that video games are just as important a medium as any existing one today, and that they can also be considered works of art which I believe has been true for years.

Harvard Referencing: 
  • Darrell. (2012) Darrell's Review and Light Apartment screenshot [Online image]. Available at: http://joystickunicorn.com/flower-game-review/  (Accessed: 15/6/2013).
  • Soundingames. (2012) Dark Apartment screenshot [Online image]. Available at: http://www.soundingames.com/index.php?title=Noise (Accessed: 15/6/2013).
  • ThatGameCompany. (Unknown.) Night time screenshot [Online image]. Available at: http://thatgamecompany.com/games/flower/ (Accessed: 15/6/2013) 
  • Wikipedia. (2013) Flower (Video Game) Wikipedia. Available at: http://en.wikipedia.org/wiki/Flower_%28video_game%29#Reception (Accessed: 15/6/2013).
  • qubahq. (2010) Day time screenshot [Online image]. Available at: http://qubahq.com/2010/03/gotta-play-flower/ (Accessed: 15/6/2013).

Friday, 7 June 2013

Analysing films - 'Pan's Labyrinth' (4/6/2013)

Having watched 'eXistenZ' last week we were shown a popular foreign language film today known as 'Pan's Labyrinth' by Guillermo del Toro. We watched this movie in particular as we will be analysing the concepts of fantasy next term in more detail. 

My analysis:

Having watched half the movie when I was younger I was not looking forward to watching it during the session as I remembered a lot of its bloody moments which I didn't enjoy watching. However, watching the whole thing with the knowledge of when to look away, and being less affected now by the sight of blood I found it to be a very good and interesting movie.

It's a fantasy movie heavily grounded in a real world scenario e.g. post Spanish civil war (1944). Therefore it gave its audience a recognisable starting point that allowed them to believe in the world, despite the fantasy elements that appear throughout.

The story itself follows a little girl named Ofelia who loves fairy tales. She moves into a forest house with her mother who is pregnant with the baby of the cruel captain who is hunting rebels who are hiding in the area. As the movie progresses however, the girl finds a labyrinth next to the house which houses a faun (see below) which tells her that she is in fact the lost Princess Moanna and that if she completes three tasks she will be able to return to her kingdom alongside her real father.


This was an interesting film as many of the members of my group analylised it in different ways. Personally I felt the fantasy world may have been the girl's imagination and like most children a means of escapism. This would make sense during a time of war as she would most likely want to try and forget about as much of it as possible. However, due to this time of war her imagination may well have been corrupted and therefore not a traditional child's fantasy world as seen in her books. That's why the fantasy world may be creepy and bloody at times.  

The escapism may also come from the fact that the girl does not want to live with the captain and would prefer to go back to the city. Therefore being offered the role of a princess and the opportunity to live in a palace with her natural family forever is something she desires (similar to most children today who wish to be princesses). This escapism continues when (spoilers ahead) the girl dies at the end and goes to her kingdom e.g. heaven and a fairy tale ending despite the fact that the girl died in our world. Her escapism is even more obvious when you realise all the fantasy stuff happens when she is on her own which is underlined at the end when the the captain sees her talking to herself and although she believes she is talking to the faun he is not visible to the captain.
She is also told constantly not to read fairy tales and therefore her belief in them only grows stronger.

Group discussion on Fantasy:

After watching the movie we talked about it and fantasy in general. You can read my notes below.

  • Be aware of the world outside your game world. What makes it believable for the player? e.g. Is it historically accurate or does it take elements from other genres? 
  • Is the fantasy in the movie actually the fantasy world or is it the war torn world? This is something viewers could debate when watching the movie.

Interested by the ideas of the movie and the subject of fantasy in general I decided to ask if the same/similar story had been told with a soldier in the main role instead of a child. For example, suffering from PTSD (post traumatic stress disorder) and therefore stepping into fantasy to escape reality?
I asked this because I have always had an idea for a game, even before watching Pan's Labyrinth in which an injured solider in hospital during World War 2 suffers with PTSD and keeps waking up in a fantasy world where aliens or robots try to wipe out the human resistance (a metaphor for the Germans invading Europe). The main protagonist (the solider) is meant to be the chosen one who will lead the humans to victory. However, when the soldier tells this to his doctor/psychiatrist he tells him to deliberately hinder the resistance every time he enters the fantasy, thus breaking his connection to the illusions as he doesn't believe in them. The solider on the other hand sees them as very real and believes that if he were to hinder them he would feel like a traitor. Therefore, in this game the player would need to decide if the fantasy was real or not as well as the best ways of healing the soldier's mental health.

Harvard Referencing: 
  • Viewfromacouch. (2010) Faun from 'Pan's Labyrinth' [Online image]. Available at: http://viewfromacouch.wordpress.com/2010/05/25/13-pans-labyrinth-my-mother-told-me-to-be-wary-of-fauns/ (Accessed: 4/6/2013).

Sunday, 2 June 2013

Analysing films - 'eXistenZ' (28/5/2013)

* YEAR TWO WORK *

Having handed in our year one work our lecturer decided to make a start on the sort of things we will be looking at during year two. Therefore we were asked to watch and analyse the movie 'eXistenZ' (1999) by David Cronenberg which is about a video game being play tested which also offered virtual reality. 

My analysis:

Overall I felt it was less about video games and more about coming of age, growing up and sexual encounters. After all, the main male protagonist worries about his body and has never played a game or as the saying goes "plugged in" before. Many sexual references dominate the movie as the characters say their 'ports' which are located just above their lower spines and used to play the game, are tense and need to relax. They do so by lubricating and even fingering the ports which also incidentally look like anuses and can be affected by 'computer' viruses. To obtain these ports the player has to have them pierced into them in a similar way to ear piercing. This appears to be another huge step for someone growing up as it makes a significant change to their body. The sexual tropes of the movie are only intensified when you realised the players play the games on beds or other soft surfaces using devices which look similar to women's genitalia with umbilical cords that go into the users' ports, thus the symbolism for 'birth into new life' through playing a new character in a virtual world is almost immediately apparent.


The movie itself (spoilers ahead) makes the audience think that the characters are who they are and are play testing a video game, when in fact the whole movie is really based within another video game and the lives and personalities the players thought they had were in fact just video game characters. This ending was introduced so as to make us question whether or not the reality we live in is true reality or just another simulation?
However, I felt the movie did a poor job of this as I kept questioning the realism of the world that of course turned out to be a game all along. Yet it didn't define this aspect well enough as, even though the chaarcters were meant to be playing a game all I could think was that it wouldn't work as one anyway. The rules as they stated were never defined to even the players and, although I wasn't expecting a futuristic or fantasy environment for them to play in its chosen slaughter house and Chinese restaurant was just confusing and boring. It also didn't help that I couldn't understand why it had to be such an overly complicated game, and why its overall goal was for the 'greatest game's designer in the world' to survive when you would think the developers would have people PAID to realise that this alongside the other mental things the players go through when playing is a BAD thing.
This was odd since it has been proven that other worlds can be made interesting as was the case in one of my favorite movies 'Inception' which I feel did well since it grounded its reality and mechanics whilst explaining to its audience what was going on. This allowed the audience to interpret the movie in their own way whilst asking the same questions posed in 'eXistenZ'. 
For me 'eXistenZ' was poorly explained and therefore I couldn't help but constantly question why the game consoles were organic, instead of allowing myself to be absorbed into the world which is what I love to do in movies.

The director Gronenberg stated that "I have no city, and there are no computers, no television screens, no running shoes, clocks, watches, jewelery. I'm trying to dislocate the audience so they don't know where they are, and they have to give themselves up to the movie.". However, I felt this isolated me and the other viewers more due to the movie not establishing or truly grounding itself in a reality.

I didn't enjoy the movie because...

The ending didn't help matters either as any realism the movie was trying to depict 'jumped the shark' as they say. Why? Because the two main characters having left the real game decide to kill the game's designer. How? By ripping off a fake coat of fur from their dog, pulling out guns from holsters strapped onto it and shooting him dead. Again killing any realism that the director was trying to create and sustain.
Also I refuse to believe that this may have been done in order to 'symbolise' that the ending was another game they were in. If that were the case then it could have been done far better/more realistically as seen in the pre-mentioned example. This is a shame as I admit that the ending did hold some promise for me which might have made me overlook some of the flaws in the movie, especially since the gamers admitted to their in game characters having bad accents and lack of play time due to dying early in the game.

Group discussion on virtual reality:

After watching the film we discussed why people would want to play virtual reality games even if they included games such as 'Gears of War' and other bloody and gory games which would surely have the player killed in gruesome ways. Despite this, I felt players would continue to play a whole variety of games as lots of players love action and at times love to be scared. Its the adrenaline kick that people get playing these games which brings them back for more.
I also feel that players would continue to play a game such as 'The Sims' even though virtual reality would offer worlds you could never explore in real life rather than just a life simulator which in many ways human beings play 24 hours straight in their actual lives. If the player played as a Sim themselves then they could look how they want to look, live in the house of their dreams and start a family with the person they always wanted, have the perfect neighbours, job and eat whatever food they want without too much fear of becoming obese.
If the game, however offered a player the god like role as seen in 'The Sims' usually, but also let you walk around their world like the empowered Bruce from the movie 'Bruce Almighty' then that would be fun for players as well. Bringing up the families they want and then controlling the world around them as if they were all powerful would prove to be both a new take on the game and an interesting experience.

One interesting thing that came up during our discussion was whether or not players could get post traumatic stress disorder and other mental problems from playing war games in virtual reality as soldiers do in real life. Thus if virtual reality were ever made a reality it would need to be carefully tested in order to avoid this problem.

Harvard Referencing: 
  • Buckie, A. (2011) eXistenZ scene [Online image]. Available at:  http://thefilmemporium.blogspot.co.uk/2011/10/classic-throwback-existenz-david.html (Accessed: 28/5/2013).

Friday, 17 May 2013

Jacque Fresco on the Venus Project (17/5/2013)

Personal Research:

As it was recommended that I research the Venus Project in relation to utopias, below are my thoughts on this.

The Venus Project, in a nutshell is based on the idea that people no matter what their background, race or status can live together in harmony in sustainable cities using the most logical materials and methods in order to sustain their growing population. As it is referred to as a 'resource-based economy' money wouldn't be a factor as food, information, goods and medical care would be free to everyone.
The idea came from artist Roxanne Meadows (left) and engineer, designer and futurist Jacque Fresco (right).


In the interview I watched it certainly seemed an interesting idea and you can tell that the 94 year old Jacque Fresco is very passionate about the project although he accepts this would not be a utopia as he believes a true utopia can never exist. I also felt he spoke very well considering he was clearly trying to voice his opinion on how to help people live whilst the interviewer came across as rather aggressive and negative towards his ideas.

Fresco backed up his idea of living with one another by using a good example. He said that we have submarines in our world armed with nuclear weapons, however it is pointless to use them as even if you won a war the planet would be completely radiated and unable to be lived on.
Granted nations need to sometimes show force in order to deter other nations from attacking them, a scare tactic if you will. However, I agree with Fresco's example as quite rightly it is no use winning something if you are only going to destroy your prize/goal.

Fresco also spoke of how opinions are always changing. For example, in the past people never thought man would be able to fly in the air. Therefore whose to say that planes won't fly without wings in the future? We can't imagine planes without wings as how would the plane take off without them? However, future technology is always changing and therefore nothing is certain.
In fact Fresco's idea for a world in which people would live alongside one another would always need to be changed and updated as he admitted quite rightly that his designs would go out of style in the future due to better and more efficient ways of building architecture.

Fresco also impressed me as he understood he had no significant power or influence over nations which he said were all corrupt. Therefore he was saying that the idea for the Venus Project was one that couldn't happen without the voice of the people speaking up. In fact, just sharing the idea and talking about it would help it to be recongised and it is only when everyone wants it that some semblance of peace can be obtained.

Another thing I found interesting was that he said you had to "learn different people's values and speak in their terms, not your terms. If you speak ahead of the terms of people, they don't know what you're talking about". Thus he deliberately joined racist groups such as the KKK in the past in order to try and stop them. He was successful as he talked at their level in order to make them understand that its a person's nature over nurture that affects how they act and what they become. For example, taking a child of any race and raising them in England would give them a British accent and like wise raising a child in Italy would result in them using their hands more in order to communicate. This is because you reflect what you see and hear. Therefore if you are told that a certain race is bad in some way or form then it is likely that you will become racist. Thus this is how he approached the KKK.   

It was interesting to hear him say that people in the Venus Project could live how they wanted without being told how to live by an authority as one wouldn't exist. Machines would look after them throughout their lives by providing the goods they needed for free, but most importantly, the machines wouldn't control them. The reason why I found this so interesting was because it sounded very similar to my own 'Sim Project' in which I imagined the only way for a utopia to work was for machines to control people like Sims and have them do what they needed to do in order to survive both physically and mentally.
Whereas Fresco's idea isn't a utopia as such as those can't be accomplished, as seen in previous failed attempts such as 1948's Levittown. Instead Fresco belives it is a system that people would want to live in and therefore become the new way of living. After all, people are so used to paying for things that they don't know any better. 

Harvard Referencing: 
  • Unknown. (2005) Fresco with Meadows [Online image]. Available at: http://commons.wikimedia.org/wiki/File:Jacque_Fresco_with_Roxanne_Meadows.jpg (Accessed: 17/5/2013).  
  • Unknown. (2011) Jacque Fresco - New Zealand FULL TV Interview (multilingual subtitles) - Part 1 of 2. Available at: http://www.youtube.com/watch?feature=player_embedded&v=3t0kCyHeO70 (Accessed: 17/5/2013).  
  • Unknown. (2011) Jacque Fresco - New Zealand FULL TV Interview (multilingual subtitles) - Part 2 of 2. Available at: http://www.youtube.com/watch?v=nrSABU3_IIo (Accessed: 17/5/2013).  
  • Unknown. (Unknown) The Venus Project Wikipedia. Available at: http://en.wikipedia.org/wiki/The_Venus_Project (Accessed: 17/5/2013).

Arabic deisgns in gaming (17/5/2013)

Personal Research:

Realising that I could do more research about the 'Digital Arab's' presentation, I decided to look back on some of my own games in order to write more about the subject. After all, having never played the example raised in the lecture 'Prince of Persia' I decided to write about Arabic representation in titles I knew about, starting with the JRPG 'Ni-No-Kuni'.
 
'Ni-No- Kuni' is interesting as the game is meant to be family friendly and therefore suitable for all ages. However, since having the Digital Arab's presentation I find myself unable to play the game without thinking about the desert city and its inhabitants in terms of Arabic culture and design. After all, many of its citizens wear turbans or other such head ware, and the player can eat one of the cities signature dishes, curry.
Now, the game isn't blatantly racist as I saw in the examples used in the Digital Arab's presentation, but you can definitely see some stereotyping in this title.
However, you could argue that the game developers wanted to be realistic in terms of a desert environment and therefore used designs from other similar cultures in order to represent this.
Another idea is that since the city is in another world and that the main protagonist is a young thirteen year old boy then perhaps the game is meant to reflect a child's view of a eastern culture. Thus the developers didn't choose to make the desert location less Arabic in design. This is what I imagine at the moment since I haven't completed the game yet and don't wish to spoil it for myself. 

 
Having thought about the above, I then remembered a similar location from one of my favorite games 'Skies of Arcadia'. Here the player travels around a world of floating islands where they come across desert islands that are very Arabic in style in terms of the city's landscape, architecture, citizens clothing, their mannerisms and even professions which included kebab makers and belly dancers. 


Admittedly I have also now remembered my own use of Arabic design for a game idea I wrote for a project two years ago. It was a steam punk pirate game similar to 'Skies of Arcadia' as the player traveled to multiple locations that where designed to represent real world cultures during the time of 19th century pirates. Therefore, not only did I base the desert land on Arabic culture by including steam powered hookahs and belly dancers. Its design was also heavily influenced by the city of Agrabah from Disney's 'Aladdin'.  


Overall, I found my research throughout this blog post to be very interesting as I was only only originally going to write about 'Ni-No Kuni'. However, having realised that its desert city design reminded me of the one in 'Skies of Arcadia' I then remembered the desert land I made for a game project a couple of years back which in turn was influenced by the Arabian city of Agrabah in Disney's 'Aladdin'. You can start to see the pattern can't you?
From the above influences in my life and the way desert cities are being represented in gaming it is becoming increasingly hard for desert city designs to be represented in any other way than that of Arabic culture. After all, many deserts exist for example in America and Australia, yet developers seem reluctant to use these settings. 
This isn't necessarily a bad thing as developers may just want to choose an Arabic style since it is pleasing to the eyes and is more distinctively different for gamers. However, it is also a bit worrying that original designs are few and far between, especially since this style has also been seen in desert locations in sci-fi and fantasy titles which are not set on this Earth. Therefore, hopefully we will be able to see more varied desert locations used in future games.
After all, if we don't then we continue to risk looking too stereotypical.  

Harvard Referencing:
  • Nguyen, T. (Unknown) 'Skies of Arcadia' screenshot [Online image]. Available at: http://marsarcadia.esoarcadia.org/world/nasrkingdom/ (Accessed: 17/5/2013). 
  • Unknown. (Unknown) Agrabah [Online image]. Available at: http://disney.wikia.com/wiki/Agrabah (Accessed: 17/5/2013). 
  • Unknown. (Unknown) AL Mamoon [Online image]. Available at: http://ninokuni.wikia.com/wiki/Al_Mamoon (Accessed: 17/5/2013). 

Tuesday, 14 May 2013

Finishing our blogs (14/5/2013)

We were told for this session to carry on with our blogs and to update them so they would be ready for next week's deadline. Therefore I went back onto my previous blogs in order to update them and tidy them up where necessary.  

Sunday, 12 May 2013

The latest attempt at a Utopia in gaming (9/5/2013)

Personal Research:


Having looked at utopias and dystopia's recently I decided to look back on the game 'Bioshock Infinite' as I noticed similarities in the game to the things I have been learning during our lectures.

Taking place on a floating city in the sky known as Columbia, the city is meant to be a utopia and from first glance it appears to be so. When you first enter the city people say hello to one other and seem at peace with the religion they follow which is further demonstrated by the heavenly choir you hear when you have to be baptised on entry.
However, the player soon discovers that this city was built on old idealisms and instead of slaves being free the city still uses many black workers as servants and workmen. This racism also extends to all other ethnic groups including the Chinese and Irish where propaganda depicts them as racist stereotypes. This doesn't just affect them as workers either, they also get treated like dirt in general and at the very start of the game when the player wins a raffle during a celebration they are offered the first throw of a ball at a mixed race couple. Therefore, I believe that the developers must have taken some inspiration from Sir Thomas More's utopia as in that, even though it was meant to be a utopia they still used slave labour.


The city also represents the above groups unfairly in the media as there is a museum of history depicting a war that their religious figure took part in against the Chinese. Therefore, whenever one of the George Washington look alike robots recounts the battle it uses terms such as "slanted eyes" and "yellow skin" to refer to the opposition. Even the statues and mechanized cutouts of the Chinese share this similarity as they look like stereo-typical drawings of their race. 


It was not the game developer's intention to be racist, but rather to be truthful to the era as Columbia is depicted as a city which was first launched into the air in 1893 before racial equality was considered important. The game space itself was to show the player the gritty truth behind the cities otherwise beautiful design and to further demonstrate to the player that A) you can't judge a book by its cover, and B) even in a city in the sky racism and non-equality can still exist.



By the end of the game however, the city that was meant to be a utopia becomes a dystopia when the down trodden races decide to fight for their rights. Much bloodshed and destruction occurs during this part of the game and therefore the once clear and bright colour palette of the environment becomes darker and uses a lot more red to represents blood and the colours worn by the people during the uprising.   


Thus another utopia collapses as a result of people's inabilities to work together equally and to sort out issues before they escalate. Whether we will ever witness a utopia working is yet to be seen. However, it is always interesting to see the ideals a utopia is built on before it collapses under the greed of others.

Harvard Referencing:
  • Breet, M. (2013) City of Columbia screenshot [Online image]. Available at: http://mattbrett.com/blog/videogames/2013/bioshock-infinite/ (Accessed: 9/5/2013).
  • Kulka, P. (2013) Ball in hand screenshot [Online image]. Available at: http://guides.gamepressure.com/bioshockinfinite/guide.asp?ID=18949 (Accessed: 9/5/2013).
  • Narcisse, E. (2011) Uprising screenshot [Online image]. Available at: http://www.ifc.com/fix/2011/07/bioshock-infinite-ken-levine-irrational-games-e3-2011-demo (Accessed: 9/5/2013).
  • Unknown. (2013) Museum screenshot [Online image]. Available at: http://bioshock.wikia.com/wiki/Hall_of_Heroes (Accessed: 9/5/2013).