crime

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This work started to be built in the year 2013, out of scripts, texts writing, musical composition, and a crime investigation (aside from the compilation of images from the web) that I carried out during previous years as if gathering pieces from a puzzle. “Hotel Minotaur” first was entitled “It`s Enough to Open a Hotel`s Doors” and I first started to visualize it when writer Fernando Marias, invited me to be part of his anthology “Solitude is the Home of the Monster” (Imagine Press, 2013), with a multimedia piece. To facilitate the reader`s turn from paper to the digital space a QR (Quick Response Code) in the book`s Codex was added.

Staging was possible due to the support of David Losada, who decisively contributed to the idea and the concept and brought the means of Maloka Media, and to the collaboration of Fidel Cordero (music), Jesus Jimenez (design and programming) and Paola Rey (production). Programming of “Hotel Minotaur” was brought to an end back in 2015 with subtle changes on both, text and interface and was part of the Conclusions to the Doctoral Thesis “Form and Core of the Multimedia Narrative” (Humanities, Carlos III University, brilliant cum laude, 2015).

It was first presented on the opening to the European Digital Literatures (House of Velazquez, Madrid, June, 2013) and since its advent it has been a subject to study, being included on the Ciberia Anthology (Madrid Complutense University). It has been translated into French by Christian Roinat and into English by Montague Kobbe.

Description (in original language)

Esta obra comenzó a construirse en 2013, a partir del guion, escritura de textos, composición de la música e investigación de un crimen (con la recopilación de imágenes en red) que realicé durante los años previos, como si reuniera piezas de un puzle. “Hotel Minotauro” se llamó primero “Basta con abrir las puertas de un hotel”, y comencé a visualizarla cuando el escritor Fernando Marías me invitó a participar en su antología “La soledad es el hogar del monstruo” (Imagine Press, 2013), con una pieza multimedia. Para que el lector pudiera saltar del papel al espacio digital se colocó un QR en el libro códice.

La puesta en escena fue posible gracias al apoyo de David Losada, que contribuyó de manera decisiva a la idea y el concepto, y aportó los medios de Maloka Media, y a la colaboración de Fidel Cordero (música), Jesús Jiménez (diseño y programación) y Paola Rey (producción).

“Hotel Minotauro” se terminó de programar en 2015, con sutiles cambios de texto e interfaz, y formó parte de las conclusiones de la tesis doctoral “Forma y fondo de la narrativa multimedia”(Humanidades, Universidad Carlos III, sobresaliente cum laude, 2015). Fue presentada por primera vez en la apertura de European Digital Literatures (Casa de Velázquez, Madrid, junio de 2013) y desde su aparición ha sido objeto de estudio, incluyéndose en la antología Ciberia (Universidad Complutense de Madrid). Ha sido traducida al francés por Christian Roinat y al inglés por Montague Kobbe.

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"The Minotaur runs through the labyrinth. He follows the map that will take him to the woman who is capable of loving even a headless creature, and therefore, also a hybrid one like him".

 

"He's unaware of these paths. The labyrinth expands, or he loses his memory".

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By Vian Rasheed, 12 November, 2019
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It is well known that any formulaic genre has a predictable story and a conventional meaning, nevertheless what makes each story unique is the ethos, that is to say the relationship between characters and environment. When the environment is digital, new media renegotiate traditional formulaic features, as is the case with detective stories and crime fiction in e-literature. The paper illustrates how digital ontology shapes the relationship between the ethos and the law. Indeed digital technology determines not only the criminal deed and the method of investigation, but it also highlights how the perception of the crime and the resultant moral or legal responsibility are more and more undetermined in social interaction. For Christie’s inter-war fiction or in American hard-boiled literature, the issue of social order was crucial, but contemporary aporia calls into question the happy ending of the investigation. We can anticipate that in electronic crime fiction the final social order and the need for penalty measures are not part of the storytelling. A brief overview of electronic detective stories will be given, even if particular attention will be paid on Elliot Holt's #TwitterFiction Story Was it a suicide? A homicide? Or an accident? Read and decide...1. In the latter, Miranda, the victim, is the product of digital media communication, and as any other digital object she is ontologically abstract. She simply exists in the relationship between digital subjectivity (communicated via social media by the other characters of the story) and a hyper-real objectivity made of binary code. Technically speaking she is a sequence of 0 and 1 or, as John Searle would say, she is syntax. Holt creates a character who is exiled from the objectivist system, although she exists in a social network for the followers and the readers. Somehow she is locked into some tweets, but beyond the real world. How can a police investigation cope with this? Now social media communication seems to undermine or dispossess reality of the concepts of “reference” and “referent”. The risk to overlap what is inside or outside the digital world, is truly existing, as the murder committed in Cleveland in 2017 to be posted on Facebook suggests. If in the past, a writer gave the reader a criminal case to solve within the rules of law, nowadays a digital writer gives his readers an experience. Actually, readers are no longer asked to share the detective's acumen and insight, but to participate to the criminal case. Today the anticanonical digital detective fiction does not merely tell stories of crimes and justice, but they put on stage how the Law does no longer play its role in society. Nowadays law tries to codify online and offline behaviours, rights and duties, but the more the relationship between these two realities are undefined the harder it is for the law to be effective and incisive in its goal. A more general difference between good and evil seems to be enough for the public of eliterature. Considerations about the Ethics Guidelines For Trustworthy AI, released by the the European Commission’s High-Level Expert Group On Artificial Intelligence, will be taken into consideration.

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Law & Order: Legacies is an episodic graphic adventure based on the Law & Order franchise. It was developed by Telltale Games and was originally announced as Law & Order: Los Angeles, but it was changed to include fan favorite characters from the entire run of the Law & Order franchise. Among them are Rey Curtis, Lennie Briscoe, Anita Van Buren, Abbie Carmichael, Jack McCoy, Mike Logan, Michael Cutter, and Adam Schiff from Law & Order, and Olivia Benson from Law & Order: Special Victims Unit.

(Source: Wikipedia)

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Red Dead Redemption is a Western action-adventure video game developed by Rockstar San Diego and published by Rockstar Games. It was released for PlayStation 3 and Xbox 360 consoles in May 2010. It is the second title in the Red Dead franchise, after 2004's Red Dead Revolver. The game, set during the decline of the American Frontier in the year 1911, follows John Marston, a former outlaw whose wife and son are taken hostage by the government in ransom for his services as a hired gun. Having no other choice, Marston sets out to bring the three members of his former gang to justice.

The game is played from a third-person perspective in an open world environment, allowing the player to interact with the game world at their leisure. The player can travel the virtual world, a fictionalized version of the Western United States and Mexico, primarily by horseback and on foot. Gunfights emphasize a gunslinger gameplay mechanic called "Dead Eye" that allows players to mark multiple shooting targets on enemies in slow motion. The game makes use of a morality system, by which the player's actions in the game affect their character's levels of honor and fame and how other characters respond to the player

(Source: Wikipedia)

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Grand Theft Auto: San Andreas is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released on 26 October 2004 for PlayStation 2, and on 7 June 2005 for Microsoft Windows and Xbox. A high definition remastered version received a physical release for both Xbox 360 and PlayStation 3 on 30 June 2015 and 1 December 2015, respectively. It is the seventh title in the Grand Theft Auto series, and the first main entry since 2002's Grand Theft Auto: Vice City. It was released on the same day as the handheld game Grand Theft Auto Advance for Game Boy Advance.

Grand Theft Auto: San Andreas is played from a third-person perspective in an open world environment, allowing the player to interact with the game world at their leisure. The game is set within the fictional U.S. state of San Andreas, which is heavily based on Californiaand Nevada.[b] The state of San Andreas consists of three metropolitan cities: Los Santos, based on Los AngelesSan Fierro, based on San Francisco; and Las Venturas, based on Las Vegas. The single-player story follows Carl "CJ" Johnson, who returns home to Los Santos from Liberty City after his mother's murder. Carl finds his old friends and family in disarray, and over the course of the game he attempts to re-establish his old gang, clashes with corrupt cops, and gradually unravels the truth behind his mother's murder. The plot is based on multiple real-life events in Los Angeles, including the rivalry between the BloodsCrips, and Hispanic street gangs, the 1980s crack epidemic, the LAPD Rampart scandal, and the 1992 Los Angeles riots.

(Source: Wikipedia)

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Grand Theft Auto IV is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released for the PlayStation 3 and Xbox 360 consoles on 29 April 2008, and for Microsoft Windows on 2 December 2008. It is the eleventh title in the Grand Theft Auto series, and the first main entry since 2004's Grand Theft Auto: San Andreas. Set within the fictional Liberty City (based on New York City), the single-player story follows a war veteran, Niko Bellic, and his attempts to escape his past while under pressure from loan sharks and mob bosses. The open world design lets players freely roam Liberty City, consisting of three main islands. The game is played from a third-person perspective and its world is navigated on-foot or by vehicle. Throughout the single-player mode, players play as Niko Bellic.

(Source: Wikipedia)

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Grand Theft Auto V is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released on 17 September 2013 for PlayStation 3 and Xbox 360, on 18 November 2014 for PlayStation 4 and Xbox One, and on 14 April 2015 for Microsoft Windows. It is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.

The game is played from either a third-person or first-person perspective and its world is navigated on foot or by vehicle. Players control the three lead protagonists throughout single-player and switch between them both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A "wanted" system governs the aggression of law enforcement response to players who commit crimes. 

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By Jill Walker Rettberg, 20 June, 2014
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Literary detective stories have some game-like elements, as they pose an implicit challenge for the reader to solve the crime before they read the solution (Suits, 1985). This paper will examine early detective games to argue that interactive detective investigations are essentially linked to textual exploration and exegesis; as text becomes de-emphasized, the detective work also takes a secondary role.

According to Todorov’s typology of detective fiction (Todorov, 2000), detective games present two stories: the story of the crime and the story of the investigation. The first type of detective fiction, the whodunit, emphasizes the story of the crime, which the detective reconstructs, on the other hand, the thriller emphasizes the story of the investigation, by which the detective gets embroiled into the crime that he is solving.

Detective stories found their digital counterparts early in the 1980s, in the form of early adventure games, which will be the focus of this paper. Early detective games are a pure whodunit, where reconstructing the story of the crime becomes is the challenge, while the story of the investigation is the player trying to figure out the case. These early games provide the player with a variety of actions and information sources the player can obtain information from. In contrast, later games after 1990 to the present are closer to a thriller, where crime is an excuse for the player to get involved into a series of adventures and challenges, rather than investigate.

This contrast also reveals that early detective games focused on investigative work more than later digital game thrillers, which emphasize action and adventure. Early digital whodunits present an unusual variety of actions to obtain information, all in textual form: descriptions of objects, dialogue with witnesses, documental evidence. The platforms that these early games were developed for did not allow for sophisticated graphics, so the key information was written, and the game play consists of exploring, unveiling, and interpreting texts. The paper will examine these resources, and how they encourage exegetic work. With the advent of better graphics in later computer platforms, detective games seem to have steadily simplified the mechanics to perform the work of a detective, mostly substituting exegesis as gameplay with environmental puzzles or skill-based challenges, thus sidelining the textual aspects of detective stories.

The discussion will focus on a set of 1980s digital games selected from different countries (US, Japan, Australia and UK), which were originally developed for different platforms (Apple ][, NES, Spectrum, Commodore 64). The games selected are Deadline (Infocom, 1982), Portopia Renzoku Satsujin Jiken (ポートピア連続殺人事件, The Portopia Serial Murder Case) (Enix, 1983), Sherlock (Melbourne House, 1984), and The Detective (Argus Press Software, 1986). For contrast, these will be examined alongside later detective games for later technologies, such as the Gabriel Knight series (Sierra On-Line, 1993-1999), Heavy Rain (Quantic Dream, 2010), and L.A. Noire (Team Bondi, 2011).

(Source: Author's Description)

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