Japanese

Description (in English)

Final Fantasy VI,[a] also known as Final Fantasy III from its marketing for its initial North American release in 1994, is a role-playing video game developed and published by Japanese company Square for the Super Nintendo Entertainment System. Final Fantasy VI, being the sixth game in the series proper, was the first to be directed by someone other than producer and series creator Hironobu Sakaguchi; the role was filled instead by Yoshinori Kitase and Hiroyuki Ito. Yoshitaka Amano, long-time collaborator to the Final Fantasy series, returned as the character designer and contributed widely to visual concept design, while series-regular, composer Nobuo Uematsu, wrote the game's score, which has been released on several soundtrack albums. Set in a fantasy world with a technology level equivalent to that of the Second Industrial Revolution, the game's story follows an expanding cast that includes fourteen permanent playable characters. The drama includes and extends past depicting a rebellion against an evil military dictatorship, pursuit of a magical arms-race, use of chemical weapons in warfare, depiction of violent, apocalyptic confrontations with Divinities, several personal redemption arcs, teenage pregnancy, and the continuous renewal of hope and life itself.

Final Fantasy VI was released to critical acclaim and is seen as a landmark title for the role-playing genre; for instance, it was ranked as the 2nd best RPG of all time by IGN in 2017. Its SNES and PlayStation versions have sold over 3.48 million copies worldwide to date as a stand-alone game, as well as over 750,000 copies as part of the Japanese Final Fantasy Collection and the North American Final Fantasy Anthology. Final Fantasy VI has won numerous awards and is considered by many to be one of the greatest video games of all time.

It was ported by Tose with minor differences to Sony's PlayStation in 1999 and Nintendo's Game Boy Advance in 2006, and it was released for the Wii's Virtual Console in 2011. In 2017, Nintendo re-released Final Fantasy VI as part of the company's Super NES Classic Edition.[1] The game was known as Final Fantasy III when it was first released in North America, as the original Final Fantasy II, Final Fantasy III, and Final Fantasy V had not been released outside Japan at the time (leaving IV as the second title released outside Japan and VI as the third). However, most later localizations use the original title.

- Wikipedia

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Picture of Final Fantasy VI Art work
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Picture of a game scene in Final Fantasy VI
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Final Fantasy VI battle
Description (in English)

Her Story is the award winning video game from Sam Barlow, creator of Silent Hill: Shattered Memories and Aisle. A crime fiction game with non-linear storytelling, Her Story revolves around a police database full of live action video footage. It stars Viva Seifert, actress and one half of the band Joe Gideon and the Shark.

Her Story sits you in front of a mothballed desktop computer that’s logged into a police database of video footage. The footage covers seven interviews from 1994 in which a British woman is interviewed about her missing husband. Explore the database by typing search terms, watch the clips where she speaks those words and piece together her story.

(Source: Steam's description)

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Description (in English)

2×6 consists of short “stanzories”—stanzas that are also stories, each one relating an encounter between two people. Appearing in English, French, Spanish, Russian, Japanese, and Polish, the stanzories are generated by a similar underlying process, even as they do not correspond to one another the way a translation typically does to a source text. These sixfold verses are generated by six short computer programs, the code of which is also presented in full. These simple programs can endlessly churn out combinatorial lines that challenge to reader to determine to whom “she” and “he,” and “him” and “her,” refer, as well as which is the more powerful one, which the underdog. Generating 2×6 is a simple process, and readers are invited to study the programs and even modify them to make new sorts of text generators. Reading the output can be much more difficult, as the text that is produced crosses syntax with power relations and gender stereotypes, multiplying those complexities across six languages.

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Description (in English)

World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe. World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne.(Source: Wikipedia)

Pull Quotes

For the Alliance!

For the Horde!

Tempest Keep was merely a setback

Bear witness to the agent of your demise

Frostmourne hungers

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World of Warcraft Stormheim Area (from Legion)
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Technical notes

This game is currently only accessible via the Battle.net service and as such requires a Battle.net account. To play the game, you need to buy at least the Battle Chest (includes the original version and all the expansions but the latest one) and pay for subscription.

Description (in English)

Hallelujah (to use the short form of the title) is a work of “monitor poetry” by ni_ka. Every page of her blog has bursts of flowers, hearts, and other graphics dense enough to obscure the screen; this version presents only the text “underneath.”

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CC Attribution Non-Commercial No Derivatives
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Description (in English)

This is an originally bilingual work written in JavaScript in 2013 by Andrew Campana. It is an exploration of homophony: each generated phrase could be pronounced “seika no kôshô” in Japanese.

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seika no kôshô-picture
Description (in English)

A JavaScript program, written in 2012 by SHINONOME Nodoka, that produces parodies of contemporary Japanese poetry. Translation to English by Andrew Campana. (Source: ELC3)

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Description (in English)

Inspired by the endlessly repeated automated announcements in Tokyo train and subway stations, this is a generative poem called "自動化" in its Japanese version, and "Automation" in English.

It uses the syntax of the familiar announcement "1番線ドアが閉まります。ご注意ください。" ("The doors on platform 1 are closing. Please be careful"). Every 8 seconds, a script generates a new line by randomly selecting the platform number, subject, verb, and exhortation from a preset list. It displays the result on the screen and then generates a new line. Browsers capable of speech synthesis will also read the text aloud in either English or Japanese.
(Source: Author's statement, ELC vol. 3)

A generated poem written by Campana in Japanese (自動化) and English (Automation), this piece is inspired by the automated announcements that are produced, seemingly endlessly, in Tokyo’s train and subway stations.
While highly situated in a particular city, this work also has international qualities: Automated train announcements are not, themselves, unique to Tokyo, and the odd, disjointed world that these generated texts evoke could resonate with the novels of Márquez as much as with those of Murakami. As simple as these automated statements are, they are consistent with the discourse of magical realism by announcing bizarre, unreal occurrences with complete nonchalance. They also ask the reader to participate in the curious projected world by making requests, politely giving (impossible) instructions.
The text generation in both versions is accomplished by a simple JavaScript program which can be studied and even modified by the intrepid reader of code; the addition of text-to-speech output provides an experience similar, in terms of media channels, to that in the station.

(Source: Editorial statement, ELC vol. 3)

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screenshot from automation: subway
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By Alvaro Seica, 19 February, 2016
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1932-2016
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

In the golden age of electronic books (or e-books), the phones, pads, tablets, and screens with which we read have become ubiquitous. In hand around the house or emerging from pockets on trains and planes, propped up on tables at restaurants or on desks alongside work computers, electronic books always seem to be within arms reach in public and private spaces alike. As their name suggests, however, the most prevalent e-books often attempt to remediate the print codex. Rather than explore the affordances and constraints of computational processes, multimodal interfaces, network access, global positioning, or augmented reality, electronic books instead attempt to simulate longstanding assumptions about reading and writing. Nevertheless, the form and content of literature are continually expanding through those experimental practices digital-born writing and electronic literature. Electronic literature (or e-lit) occurs at the intersection between technology and textuality. Whereas writing is a five thousand year old technology and the novel has had hundreds of years to mature, we do not yet fully know what computational and programmable media can do and do not yet fully understand the expressive capacities of electronic literature. In this respect, e-lit does not operate as a fixed ontological category, but marks a historical moment in which diverse communities of practitioners are exploring experimental modes of poetic and creative practice within our contemporary media ecology. If we define literature as an artistic engagement of language, then electronic literature is the artistic engagement of digital media and language. Such works represent an opportunity to consider both the nature of text as a form of digital media--as a grammatization or digitization of otherwise unbroken linguistic gestures--as well as the algorithmic, procedural, generative, recombinatorial, and computational possibilities of language. The history of e-lit includes projects that may not be labeled by their authors as part of this literary tradition and, in fact, some of the most compelling engagements are found in animation, videogames, social media, mobile applications, and other projects emerging from diverse cultural contexts and technical platforms. The Electronic Literature Organization (ELO), founded in 1999, has released two volumes collecting works of significance to the field: the ELC1 (http://collection.eliterature.org/1/) in 2006 and the ELC2 (http://collection.eliterature.org/2/) in 2011. Following this five-year tradition, the Electronic Literature Collection Vol. 3 (ELC3) continues the legacy of curating and archiving e-lit. Since the second volume was published, the rise of social media and increased communication between international communities has brought attention to authors and traditions not previously represented, while authors outside traditional academic and literary institutions are using new accessible platforms (such as Twitter and Twine) to reach broad audiences with experimental forms of both human and nonhuman interaction. As such, the editors of the ELC3 seek to expand the perceived boundaries of electronic literature. In 2015, we disseminated an open call inviting communities from across the web and across the globe to submit their work to this this collection. And although many of the submitted works were produced very recently, we also looked backward and included a number of historical selections reflecting work that was not yet part of the discussion of electronic literature when the previous volumes were curated. The ELC3 features 114 entries from 26 countries,13 languages, and including a wide range of platforms from physical interfaces and iPhone apps to Twitter bots and Twine games to concrete Flash poetry and alternate reality games to newly performed netprov and classic hypertext fiction. By pulling projects from these different spaces and times into the same collection, the ELC3 aims not only to preserve a diverse set of media artifacts but to produce a genealogy that interleaves differing historical traditions, technical platforms, and aesthetic practices. Many of the works in this collection are already endangered bits. Some of the platforms that supported them, such as Adobe Flash and the Unity 3D web player, are quickly becoming outmoded by new standards while material platforms like mobile phones and touch-screen tablets, are always on the cusp of new upgrades and models. This archive attempts to capture and preserve ephemeral objects by including textual descriptions and video documentation along with the source materials that offer a glimpse into the underlying structures of each work. Although metadata and paratexts cannot substitute for the original experience of a work, supplementary media delays the inevitable. Both the greatest threats to the field of electronic literature and its pharmacological raison d'etre is the rapid progression and newness of new media itself. As editors, curators, archivists, and creators ourselves, we hope to preserve some of this history and provide new generations of scholars, authors, and readers with insight into the ongoing experiments in the electronic literature. The Electronic Literature Collection Vol. 3 is not the end of e-lit. Nor is it necessarily the beginning of a new chapter of its history. The ELC3 is a mirror of a specific moment in time occurring across continents, languages, and platforms during the second decade of the twenty-first century. This collection parallels the works collected, operating in symbiotic relation with programs and processes, images and texts, readers and writers—and you. —Stephanie Boluk, Leonardo Flores, Jacob Garbe and Anastasia Salter (Source: http://collection.eliterature.org/3/about.html)

Creative Works referenced
Description (in English)

Analogue: A Hate Story is a visual novel in the style of many Japanese titles in the same genre . It was first published on the author's website and then on the gaming service Steam. The game tells an interactive story of transhumanism, traditional marriage, loneliness, and cosplay. The journey through the final section of the history of a generation spaceship before its failure. The two major characters you interact with in the story are the ships two remaining AI, an archivist AI named *Hyun-ae and a security AI named *Mute, the two ask the player vastly different questions and give entirely different views on the fall of the generation ship. The player is tasked with finding the truth of the tale by listening to both AI as well as building a sort of relationship with them and can end the story at any time by downloading what data they have and leaving the ship to its final fate, however this presents us with the worst of the possible endings. The choices the player makes throughout the story also affect the sequel of the work Hate Plus continuing the interactive work to show another section of the generationships story and gives more insight into the AI themselves. The game also features more traditional gaming segments where the player must solve puzzles in order to continue the story using a console system similar to modern computers the ending of which locks the player into one of the two AIs paths for the rest of the story, though a third alternate path is possible if the player knows specific keywords to unlock specific conversations early though this would require the player to either have researched the game before playing or have played the game before. The story itself keeps the player engaged by asking questions about the themselves and while the story is primarily about the history of this space ship, some might say the true story is the player and their burgeoning relationship with *Hyun-ae and *Mute

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