That is in no doubt well companioned by the player gracefully flying about the mountaintop and their sense of freedom as they head towards the summit. Wintory admits that he and everyone involved in the creation of the theme struggled with it. He at first wanted it to seem exceptionally surreal, with the inclusion of a heavenly choir, but quickly abandoned that approach. Instead he tried for a extremely aggressive and fast paced score, “something with the adrenaline of soaring through the skies”. But again he felt that too fell flat due to the feeling of emotional manipulation. Finally he just decided to compose an abstract idea of what he felt it should be and came up with the final version of the track (Journey). The final version of …show more content…
This is no different for the game Journey and the emotional response it has gotten from its audience (Coplan). They have a fondness for the game based not only on its visuals and soundtrack, but its story as well. The entire aspect of the game is about the journey the player takes as they explore and travel through the world towards their objective. The story is entirely open to interpretation as to what they are seeing in the game, what the purpose of the journey is. Baudelaire claims an artist is a person of the world. That they are driven by curiosity. “Finally he hurls himself headlong into the midst of the throng, in pursuit of an unknown, half-glimpsed countenance that has, on an instant, bewitched him. Curiosity has become a fatal, irresistible passion” (7 Baudelaire). Those most who play the game travel alone, players are given the option to connect through the Internet with others who also wish to go on the journey. However, the players that are synced up can only communicate through glyphs, a sort of tone. They also cannot see each other’s screen names. Nonetheless the players bond with each other as they go through the game. Many who have played also discuss online about the game’s story, connecting with others over their shared theories. Most of the discussion is geared towards the few cutscenes in the game. Referred to the game’s composer as ‘visions’, they show pieces of the story and past of the
The beauty of any work of Art is the hidden meaning in it, or to be more accurate the concept or the thought which is the driving force, the main inspiration for the artist. It is this thought that becomes the back bone of the work of Art, let it be anything from a Painting, Sculpture, Music, Food and Literature. And since Literature provides us in some manner the concept or the details of the main subject within its text form, therefore the interpretation and the recognition of the main theme becomes fairly obvious.
How does a virtual city in a video game represent art? Art is seen everywhere; the architecture, the faded graffiti created by rival gangs, and the interactive characters’ clothing designs. These two video game examples alone prove the ever-growing technological representation of art in video games, whether it is a fantasy world full of colorful, exotic plants or a gritty, realistic setting where crime and graffiti scatters throughout. Video games use visuals as well as use creative media to explore and represent art in gaming.
Interpretation involves discovering how the artist is influenced by the world around him or her.
To begin with, the journey teaches the characters how to improve their lives. For example, in The
My understanding of The Journey is that journeys are essentially the only way to find what one is searching for and this will eventually lead to self discovery. Journeys allow individuals to extend themselves physically, mentally or emotionally as they face challenges. This understanding of mine has been shaped by the novel Life of Pi, written by Yann Martel, ‘Journey to the Interior’, a poem by Margaret Atwood and The Red Tree, a picture book by Shaun Tan. Yann Martel, Margaret Atwood and Shaun Tan use various techniques such as extended metaphors,
By having Everyman interact with these conceptualized characters, the author externalizes his inner conflict. Perhaps this technique seems too obvious or almost condescending to our more literate age, but whatever the case, it effectively conveys the central message of the play.
From the beginning of time many different cultures created their own dialects and put letters and characters together to create what we know today as words. In order for it to be considered a "real" word it needs to communicate language to the reader,
The bridge of the Horns to introduce the second theme, sound as an alert, a dramatic change in the dynamics. Then, the second theme with a soft, a brighter, and happier sound bring me a sense of hope to overcome this feeling. I think is due to the melody is performed on a major scale. Then, the Bass and cellos play the four
The text by Marcel Duchamp, The Creative Act, evaluates the roles of artists and spectators. He mentions that artists are not in full control of how their art is perceived, but by the people who view it and talk about it. Ultimately, the spectator gives a work of art its meaning, whether or not it aligns with the artists intentions.
Waiting for Godot, Samuel Beckett's existential masterpiece, for some odd reason has captured the minds of millions of readers, artists, and critics worldwide, joining them all in an attempt to interpret the play. Beckett has told them not to read anything into his work, yet he does not stop them. Perhaps he recognizes the human quality of bringing personal experiences and such to the piece of art, and interpreting it through such colored lenses. Hundreds of theories are expounded, all of them right and none of them wrong. A play is only what you bring to it, in a subconscious connection between you and the playwright.
Colorful screens depict flashing lights, stories, and propaganda, intensify the already brilliant set. He not only strives to give you the best musical experience of your life, but to take you on a journey that could potentially change your entire mindset. While in the midst of getting completely lost in one of his songs, you look up and suddenly the entire mood has changed, on the screen in big letters is a passage, that each and every time I have experienced, has sent chills down my spine. Phrases like “Some people have been on the ride for a long time and they begin to question, is this real, or is this just a ride?” (Pepin, 1) literally stop you in your tracks, and make you question every decision you have ever made. In a deep and intimate way, you receive a more beautiful appreciation for the world around you. All the societal confines that force us into a blinded monetary slavery die off as we all melt into the most magic experience. All the significance and insignificance of this world are then completely erased, and replaced with a complete understanding of your most inner self. His songs take control of your mind, and it’s almost like you leave this world, and enter another, for a short amount of
In the film, I felt there were three themes running through the film that I found interesting and one theme that I disliked. The film showed that the cave drawings found were made by prehistoric man over thirty thousand years ago and the people viewing the drawings were in awe of the fact they were still around. Another theme running through the film was that art is inherently part of being human. The film also was continually demonstrating the need to preserve these cave drawings. The film also made some suppositions and filmed them as if they were true without providing proof or facts.
The Stanley Parable (2013) was a game released to widespread acclaim about a man named Stanley, whose coworkers mysteriously disappear from the office and whose actions and choices are subsequently voiced by a narrator. While at first the game might seem simple and ordinary, the longer spent in the game the more complex the narrative is revealed to be. The game satirizes a lot of conventions and narrative tropes used throughout the games industry, as well as commenting on other facets tied heavily to the games medium, like hacks, bugs, and even gameplay. While that might not be special in itself, what makes The Stanley Parable stand out is how it goes about commenting on these things. By having the player control Stanley and have all their actions chronicled by the narrator, the game has created these three distinct entities: The player, Stanley and the narrator. The relationship between these three is the primary way the game is able to explore certain themes such as player agency, and how much choice matters. According to Astrid Ensslin, “As players we are made to read [the game] as an allegory of illusory agency built into games to give players the illusion of choice, power and control. In fact, we as players are all Stanley because again and again we willingly or even enthusiastically subject ourselves to the constraints set by the games we play” (Ensslin 67). The many different endings contained within The Stanley Parable interacts with these relationships in varying
With a visual novel it is given many things from animations, colored artwork, and a soundtrack. There are many different movements that the character models do that give them a little more personality. The artwork is quite beautiful with changing from gritty realism to a bunch of detailed colors by going throughout the many rooms of the ship. The soundtrack was expertly orchestrated with a range of different songs with “Binary Game”, “Trepidation”, “Eternitybox” and “Morphogenetic Sorrow.” Each one brings a new emotion that gives off vibes of despair, relaxation, terror, or sadness,
To achieve the perfect harmony, I ran the game over and over, picking out the tiniest flaws and applying improvements piece by piece. When the background music, the characters, the plots and conversations started to blend into one whole stream, I, as the mastermind behind the program, envisioned myself composing a grand symphony - a symphony not with music and instruments, but with scripts, maps, codes, data and algorithms.