This article is an analysis of narratives in a series of video games called Heroes of Might and Magic. Author discusses issue of colonial/imperial thinking connected with strategy genre, evolution of fantasy tropes and developement of plot structure. On this basis he tries to outline the limitations of storytelling which result from series formula.
This article is an attempt to consider superhero movies as a developing genre of popular cinema. The theory is based on Rick Altman’s “Semantic/Syntactic/Pragmatic” approach to genre. It tries to capture features of superhero blockbusters and their main themes – the most distinctive trait of this genre, according to the author of the text, is supposed to be the relationship between an individual, their “power” and society. The text is both an extension of and a counter-proposal to conclusions made by Tomasz Żaglewski in Kinowe uniwersum superbohaterów.
This article is an attempt to describe the ways in which the theme of time travel functions in video games. The text presents the two most common types of incorporating time travel into game mechanics. In the first type, an avatar has the ability to manipulate gameworld time. In the second case, time travel is simulated by a transfer of the avatar into a different game area. The article constitutes a step towards more advanced research on time travel in video games.
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