Interactive Media- Interactive Review #1

A Game I Could Play Forever- Cookie Clicker (Android)

This game is a mobile phone game, which means that it is touch based. There are no buttons, just a screen display that is interact able by touch.

Physically you can tap your fingers on the screen. When you tap, you make cookies, which adds to the cookie total at the top. As you get more cookies, you can buy upgrades that allows for the creation of cookies automatically, so tapping the actual device becomes more of a means to multiply the automatic cookie creation. When you tap to create cookies, it usually makes either some sort of dinging noise, or a satisfying crunch noise, as well as dropping cookies from the top of the screen as they are made.

The time between tapping on the screen and the cookies appearing is almost instant. Once you do a physical action on the screen, you get a visual and audible response.

When simply tapping, you are treated to different enjoyable noises and cookies falling from the top of the screen. There truthfully isn’t a “complex” action when it comes to Cookie Clicker, a majority of your actions are just tapping. You never slide your finger or make any motions, it is generally tapping. The most complex action to it is how fast you have to tap. The faster you tap the higher amount of cookies you gain due to the multiplier.

A Game That Frustrates Me- Castlevania (NES)

In order to interact with the game, I need to use my hands to press the buttons on the controller in order to move and use my player character in different ways.

I use my fingers to press buttons, pressing the movement pad makes me move left or right, pressing A makes me jump, pressing B uses my weapons. When I press UP and B at the same time, I use a special weapon I have picked up throughout the game.

Movement is quick to react in the game, you can hit left and right as fast as you can and the player character will respond almost immediately. However, when it comes to Jumping and attacking, it is more limited than that. Jumping is not nearly as quick, and you are exposed in the air for an incredibly long time, just waiting for an enemy to hit you. The jump has two different states in the game. There is a jump where you are standing still, and there is a jump where you are moving. You have no control of the jump. You do not control how far it goes at it goes at a set distance. You have no control of how high you jump with the extent of your button press. It will most always be the same jump, whether you are standing or moving. Attacking doesn’t have the exposure that jumping does since you are able to defend yourself when using an attack, however it still has some windup to it, making you have to react slightly before you need to.

The most frustrating parts of Castlevania is the clunky movement and the archaic system to use the items you pick up. Your movement speed is set to such a slow speed that it sometimes feels like a drag when you are walking down a corridor. It is even worse when you are being chased by an enemy, you cannot outrun them, so therefore you are forced to either used you terribly gimped jump to get over them, or be quick enough to attack them.

The games difficulty is fairly hard from the beginning, and gets harder as it goes. The game leads you into most obstacles as combinations. You are introduced to staircases at the same time a ghoul enemy appears on screen. You are introduced to bottomless pits at the same time Swamp monsters appear. The game will always showcase a new enemy type at times that a new mechanic is introduced. The game doesn’t really lead the player through any of the difficulty. Castlevania will not hold your hand, even if you need it. The game throws you into the mosh pit and then sprinkles a couple of steroids every once in a while, to the other people in the pit.

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Media Forge- Final Video

This video was created by a group of students including myself over the course of a 5 month period.

I was involved with every aspect of the video, from pre-production with helping to develop the script to being involved with storyboarding.

In the production phase of the video, I was involved with aiding in the recording of the voice over, getting the actor set up and prepared for the reading. I animated two portions of this video, one was the bicycle scene, the other being the doctor’s office scene. I was also there to compile all of the scenes together as well as fixing errors that were found during peer and client critiques.

This was an interesting experience, as I was exclusively working in a group rarely ever working alone. The biggest thing to take from this project is that communication is key. If the group isn’t communicating effectively, everything begins to fall apart.

Production: Final Project Proposal

The basis for this final video will be an action sequence with a twist. It will begin with A couple of friends having a NERF gun war, having fun and messing around. After some time, a third contender shows up, but without a gun. He holds up his hand, extending his pointer finger and thumb in the symbolic form of a handgun. Then as the ones with the NERF weapons will be amazed by the the finger, as it then fires a laser out and at the wall. They drop the NERF guns and everyone begins to fight with laser fingers. After a few action oriented scenes, a few people will get shot and die. Someone who holds power like a teacher will after walk in and be shot by the final victor.

This video will rely heavily on visual and special effects. The effects are used to create what is the main focus of the video, a “suspension of disbelief.” The main purpose of the video will be to insight some form of a changed reality with the viewer, so they relate more to the fiction setting.

Production: Video Art Idea

The inspiration for my video will be from the Gorillaz song Double Bass, which appeared as the 9th track on their self-titled debut album.  In it is this aspect of duality, whereas the composers of the song were both playing the bass, going off of each other. One playing sharp grimy sounds that connected with the fluid, soft, and bouncy sounds of another. This is relatable to how a single person can have different sides to themselves. Our personalities are not one sided, we have different ways we feel all of the time and it can change constantly as well as instantly. My aesthetic will be the 90s, a sort of urban jungle grime placement. It’s dark and vast, yet it is filled with vibrancy and life. The 90’s were a time of rebellion, which is what the Gorillaz were based off of.

Certain shots I would use is a train track in between some buildings to give the idea of being in a populated area. There will be two people, one on each side of the tracks. They will be the same person, but will have some aspect of themselves that are different. They will stand there in a sort of face off, zooming in to display their visual differences. They will not cross over the tracks, as the distance between each side will remain constant, just as the song Double Bass has no definite end, it just stops.