Deadly Premonition: A Content Analysis

Improved Essays
Minute North American towns, composed of a closely knitted society, of friends and family, where everybody knows every single citizen, are famous world over. Popularity of TV shows such as Twin Peaks, and Desperate Housewives has only further cemented the status of a small idyllic town with a deep seeded mystery, knitted within the fabric of its society. And it comes to no surprise that this particular subject matter has also been explored by the video game industry, within the last decade.

Alan Wake, and Deadly Premonition, have both explored this particular theme, however, within minutes both titles have also abandoned the idea of a mystery, and jumped straight into the super natural. Despite the build up, and the ever growing promise, developers behind both titles have discarded all alternative forms of storytelling, and referred to the tried and tested PVE combat. And the once intriguing and captivating titles, have become nothing more than simple survival horrors, ultimately stating that we may never get a true Twin Peaks like thriller. Until today that is.

As of today, 22nd of
…show more content…
And once both are combined with the exceptional sound design, they collectively create a sense of place like no other. Caves, cafes, and even basements are all convincing despite their low polygon art style, and thorough the entirety of Virginia they allow the player to genuinely experience the feeling of inhabitancy in a place that will be foreign to some. But just like coherence, this also disappears as soon as Virginia enters its final stretch. And unfortunately, Virginia is the only thing which prevents itself from achieving greatness, as it tries to imitate a TV show, while attempting to abandon the fact that it's a video game. And as previously stated, a combination of video game mechanics, with a structure and direction of a TV series, is borderline impossible. And Virginia is a great example of

Related Documents

  • Improved Essays

    “The Most Dangerous Game” Rainsford is stranded on an island with a man named General Zaroff who hunts people for fun. This fits under mystery/suspense very well, more suspense than mystery. When Rainsford is first being hunted, you never know if Zaroff is going to pop out of the bushes and kill Rainsford. Another example of suspense in “The Most Dangerous Game” would be before Rainsford becomes stranded on the island. When he is on the boat, he hears a gunshot from a nearby island and when he goes onto the deck of the boat to try and see anything, he falls into the water and becomes stranded.…

    • 888 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Its urban and rural firefights are among the most frenetic and intense ever created for a video game. Realistic "ragdoll" physics govern the way bodies flail and fall when struck, and blood often soaks soldiers' clothes and the ground. Plus, the series' online play has proven exceptionally habit-forming, luring players into long, late-night sessions.” Something parents can do if they are not sure if the game is appropriate is to ask the game retailer clerk. He or she will give an overall description of the game.…

    • 603 Words
    • 3 Pages
    Improved Essays
  • Great Essays

    The Midwest, a place in the world where communities are closely aligned to one another. These small, rural communities rely on every person in order to create that community. It seems as though that knowing everyone around the small communities was what made a person successful in life. Additionally, these communities valued hard-work and honesty when it came with almost everything they did in their lives; whether it was working in the farmlands or spreading information throughout the communities about certain people to look out for, it was hard to be anonymous inside the city. Unfortunately, there are sometimes citizens that do not look forward to that kind of lifestyle.…

    • 1476 Words
    • 6 Pages
    Great Essays
  • Improved Essays

    Andrew Doan Biography

    • 446 Words
    • 2 Pages

    Dr. Andrew Doan is a father, husband and surgeon. It’s not the typical profile of a video gamer. But Doan was not only a gamer, he was an addict whose life was nearly destroyed by video games. Doan escaped Vietnam in 1975 with his family. After living in South Dakota for a year, they moved to Aloha.…

    • 446 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Video games are arguably even less associated with storytelling than comics are, with some critics believing “that the video-game form is incompatible with traditional concepts of narrative” (Bissel, 93). Where the medium truly excels, however, is with its capacity for immersion. Like how the addition of sound allowed filmgoers to not just watch the action but hear it, “Every new medium that has been invented … has increased the transporting power of narrative” (Rose, 36). Where readers of books and viewers of movies are passive, gamers take an active role in their narratives. In games like Mass Effect this means making key decisions that affect the development of the plot, but in games like Naughty Dog’s Uncharted and The Last of Us, this…

    • 1141 Words
    • 5 Pages
    Improved Essays
  • Superior Essays

    The play “Neighborhood 3: Requisition Of Doom” has the central idea of a virtual reality game that destroys the lives of both the children and parents due to the negligence of the parents on their children. Neighborhood 3 is a game which is played by the children in the play. The main objective of the game is to kill the Zombies which pretty much looked like the parents. And a neighborhood association is an association in the play that requires all of its residents to have similar houses and maintain them properly about which parents like Leslie and Tyler are concerned about. The parents were concerned about their appearances and totally left their children inattentive.…

    • 1726 Words
    • 7 Pages
    Superior Essays
  • Improved Essays

    In the small east coast town of Springfield, there is a community that is more like a family. Five individuals, all on their own journeys, are forced to confront their pasts while re-examining their current values and priorities as their lives intertwine. Only then can they free themselves from the deep-rooted prejudices society has impressed on them, and, finally, see that everyone's story, though complicated, is worth…

    • 68 Words
    • 1 Pages
    Improved Essays
  • Improved Essays

    Murder's Stellar Audiovisual Design When the player has little-to-no direct influence over proceedings, it runs the risk of feeling lifeless--like you're simply staring at a low-poly painting. Thankfully, Murder remains engrossing throughout, in large part due to its audiovisual design. Murder's electronic soundtrack--complete with wavy synths and infectious rhythms--compliments both the immediate action on screen and overall narrative. Please excuse the poor wording, but KubixXx' soundtrack seems like the only one Murder could possibly have--it fits that well. Its versatility enables it to accompany both slower explorative sections as well as more intense ones equally well.…

    • 523 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Without vivid and interesting characters, stories will simply be shallow and lack what is necessary for a good story. Luckily, “The Most Dangerous Game” is a perfect example of what a story should be like - packed with exciting…

    • 1119 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    Gone Home Play Analysis

    • 1206 Words
    • 5 Pages

    Gone Home is a narrative exploration game by the company Fullbright that stars Kaitlin Greenbriar returning to her family home after being overseas. Gone Home is often questioned on the complexity of its game play, and is often thought to be more of an interactive story, however it does fulfill the requirements of a game and I will be discussing various game play mechanics in Gone Home such as the different objects and their attributes, rules for game play and the overall design that help to support the narrative, as well as how all of this is used to create an effective story and why this is the best medium for such a story. I will start by giving the briefest of summaries; the game opens with Kaitlin, who we control in a first person perspective, returning home to a locked house all set in the 90s Their is a note left…

    • 1206 Words
    • 5 Pages
    Improved Essays
  • Great Essays

    This advertisement also indicates that both men and women attain power and authority in this video game, just as they do in actual U.S. military matters. As a society, we carry these cultural codes and understandings of life over to our exposure to media productions, which generates meaning within…

    • 2331 Words
    • 10 Pages
    Great Essays
  • Superior Essays

    Death Foretold Symbolism

    • 1205 Words
    • 5 Pages

    Chronicle of a Death Foretold is a 1980s novella written by Gabriel García Márquez. It takes place in a small Colombian town in the 1950s. The story surrounds the unofficial investigation of the death of Santiago Nasar, a man who was accused of taking Angela Vicario’s virginity. Angela’s brothers carry out the murder of Santiago after hearing about what he supposedly did. Twenty-seven years later the narrator of the book attempts to document the events and does so with a sense of inevitability that is created by both the disjointed structure that the narrator uses to tell the story and the cluelessness and beliefs that so many of the characters have.…

    • 1205 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    A world filled with fantasies and pleasure that the real world can’t give you. Jane is an incredible person she creates her own video games and she has written many of her own books. She is a world-renowned designer of an alternate reality, she believes that “game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize” (McGonigal pg.1). For example, the author Jane McGonigal, wrote “Be a Gamer, Save the World,” published on January 22, 2011, in the Wall Street Journal, and she argues that we all think that playing video games is a way to escape reality, but gamers could change the world. Jane McGonigal effectively uses statistics and facts, and she successfully uses ethos and logos…

    • 991 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    The development of handheld consoles like the for mentioned DS and PSP are also going to be capable of playing online though any Wi-Fi or 4G connection allowing the player to interact with people all over the world on-the-go. Now virtual retinal display might just be the revolutionary way to end the making of the consoles altogether. Michael Anissimov said on wisepeek.com that a virtual retinal display is a head mounted display system that projects an image directly on the human retina with low energy lasers or LCD. Virtual Reality devices are also making a comeback and will be more used in the future. The Oculus Rift is a prototype head mounted virtual reality display that can feature 3D quality gameplay.…

    • 954 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Chronicle of a Death Foretold by Gabriel Garcia Marquez: a Social Commentary In Chronicle of a Death Foretold, Gabriel Garcia Marquez describes many of the cultural influences on a town. Throughout the novel, it appears as though he is making judgments on the character’s actions through their descriptions. The two major aspects that he focuses on are religion and tradition. Through Gabriel Garcia Marquez’s controversial presentation of religion and tradition, his social commentary in Chronicle of a Death Foretold shows the tragic repercussions when tradition unequivocally dominates society.…

    • 827 Words
    • 4 Pages
    Improved Essays