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L’Hymne de la Femme et au Hazard was published in the literary journal alire n° 7. In the program, the reader has first access to a matrix. He has the choice to enter these matrixes choosing the order of their apparition. The categories are the following: the woman, randomness, and nothingness. Then, the reader can access the matrix and can read it. Once the reading is complete, the reader accesses a surtext, a variation of the images of the matrix. The surtext functions as a mold, mold conditioned by the reader. When one reads the surtext, a feeling of disengagement arises. Indeed, he/she has to do a nontrivial effort to read. Bootz had previously defined the reading experience as “an effort”, and “a commitment”. The reader reads two different texts, disjointed in time. More precisely, when a verse appears, it quickly disappears to make space for another. Besides, the speed at which the verses pass, make it difficult for the human eye to catch, decipher or memorize these words. Some words and groups of words seem to be repeating themselves, but a feeling of disengagement is largely experienced and the esthetic of frustration appears. The reader then has to be aware that he/she cannot read all and he/she has to select what to read. When making this choice, the reader then submits himself to the surtext’s expressivity. When traversing the text, several characteristics can be observed. L’Hymne de la Femme et au Hazard is an undetermined dynamic text, because it uses randomness. The text also is transitory, as the program generate itself the verses. The access to the text is constrained because the reader has to wait for the next sequence to be displayed on the screen. The linkage is conditional, meaning that the links between the different parts of the surtext are not explicit. At last, the reader has an interpretative function, since he/she is forced to follow a path, path the program has chosen for the reader to take. Esthetically speaking, the images and the theme of the text are in symbiosis. The theme of sexuality and fantasy developed textually are illustrated by the juxtaposition of images on the screen. The multitude of images corresponds to the multitude of fantasies one can have and imagine. Likewise, the woman who appears on the screen represents the masculine fantasy par excellence. Her mysterious, hypnotic and seductive look echoes the verses.

(Source: Johanna Montlouis-Gabriel)

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L’Hymne de la Femme et au Hazard a été publié dans le journal alire n° 7. Dans le programme, le lecteur a accès à une matrice dans un premier temps. Il a le choix d’entrer dans ces matrices en choisissant l’ordre d’apparition de trois matrices parmi les catégories suivantes : la femme, le hasard et le néant. Puis, le lecteur a accès à la lecture de la matrice. Une fois la lecture complétée, le lecteur a accès au surtexte, variation des images de la matrice en question. Le surtexte fonctionne comme un moule, moule qui est conditionné par le lecteur. Lorsque le lecteur lit le surtexte un sentiment de déprise surgit alors. En effet, celui-ci doit faire un effort non-trivial de lecture. Bootz définit d’ailleurs cette lecture comme « un travail » et « un investissement » de la part du lecteur. Ce dernier lit deux textes différents, disjoints dans le temps. Plus précisément, lorsqu’un vers apparaît, il s’efface vite pour laisser place à un autre vers. De plus, la vitesse à laquelle défilent les vers est parfois bien trop élevée pour qu’un œil humain puisse lire, déchiffrer ou mémoriser les mots. Certains mots ou groupes de mots semblent cependant se répéter entre la matrice et le surtexte mais c’est un sentiment de déprise qui domine et une esthétique de la frustration apparaît alors. Le lecteur doit donc prendre conscience qu’il ne peut tout lire et faire des choix quant à sa lecture et se soumettre à l’expressivité du surtexte. Pour parler des fonctions de traversée de L’Hymne de la Femme et au Hazard, il s’agit d’un texte dynamique indéterminé puisqu’il fait appel à l’aléatoire. Le texte est également transitoire, puisque le programme génère les vers à sa façon, et en son temps. L’accès au texte est contraint car, le lecteur doit attendre que la suite de la séquence s’affiche à l’écran. Le chaînage est conditionnel c’est à dire que nous n’avons pas toujours la même chose, les liens entre les différentes parties ne sont pas explicités. Enfin, la fonction de l’utilisateur est une fonction interprétative, puisque le lecteur est contraint de suivre le chemin que le programme lui fait prendre. Du point de vue esthétique, les images et le thème du texte sont en symbiose. Le thème de la sexualité et du fantasme abordé textuellement est également repris grâce au défilement des images sur l’écran. La multitude des images correspond à la multitude des fantasmes que l’on peut avoir et imaginer. De même, la femme qui apparaît à l’écran, représente en quelque sorte le fantasme masculin par excellence. Son regard mystérieux, hypnotiseur et séducteur fait écho aux vers.

(Source: Johanna Montlouis-Gabriel)

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Heavy Rain is an interactive drama action-adventure video game developed by Quantic Dream and published by Sony Computer Entertainment exclusively for the PlayStation 3 in 2010. The game is a film noir thriller, featuring four diverse protagonists involved with the mystery of the Origami Killer, a serial killer who uses extended periods of rainfall to drown his victims. The player interacts with the game by performing actions highlighted on screen related to motions on the controller, and in some cases, performing a series of quick time events during fast-paced action sequences. The player's decisions and actions during the game will affect the narrative. The main characters can be killed, and certain actions may lead to different scenes and endings. There is no immediate "game over" in Heavy Rain; the game will progress to a number of different endings depending on the sum of the player's performance even if all the characters become incapacitated in some manner.

Heavy Rain was a critical and commercial success, winning multiple Game of the Year awards and selling over three million copies. In 2016 a remastered version was released for the PlayStation 4. 

(Source: Wikipedia)

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Portopia Renzoku Satsujin Jiken (ポートピア連続殺人事件?, literally The Portopia Serial Murder Incident), is an adventure game designed by Yuji Horii and published by Enix (now Square Enix). It was first released on the NEC PC-6001 in June 1983, and later ported to other personal computers. Chunsoft ported the game to the Nintendo Famicom, known outside Japan as the Nintendo Entertainment System, or NES, on November 29, 1985, and to different mobile phone services starting in 2001. It is the first part of the Yuuji Horii Mysteries trilogy, along with its successors Hokkaido chain murder: disappearance of Ohotsuku (Hokkaidou Rensa Satsujin: Ohotsuku ni Kiyu, 1984) and The Karuizawa Kidnapping Guide (Karuizawa Yuukai Annai, 1985). There are several fan translations to English but no official translation.

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A text adventure game. A double murder has been committed in the town of Leatherhead and Dr. Watson has encouraged the player, who plays Holmes, to investigate. Inspector Lestrade is also investigating. The game came with paratextual elements such as time tables for the train, which served as a form of copy protection as you needed the information to play the game.

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Myst is a graphic adventure puzzle video game designed and directed by the brothers Robyn and Rand Miller. It was developed by Cyan (now Cyan Worlds) and published by Brøderbund. The Millers began working on Myst in 1991 and released it for the Mac OS computer on September 24, 1993; it was developer Cyan's largest project to date. Remakes and ports of the game have been released for Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, and Nintendo 3DS. Myst puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002. Myst helped drive adoption of the then-nascent CD-ROM format. Myst's success spawned four direct video game sequels as well as several spin-off games and novels. (Source: Wikipedia)

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Signagens (Signings) is a series of videopoems (1985-89) developed by E.M. de Melo e Castro with the support of the Portuguese Institute for Distance Learning (IPED) and later by the Open University of Lisbon, in its electronic and digital TV studios. According to Melo e Castro, "this project intended first of all to investigate video possibilities as a new medium for reading poetry. It was meant to be used in classes of literature and of Portuguese language. Very soon I realized that intersemiotic translation of print-based visual and experimental poems was obvious, as video seemed to me a perfect medium for animation of letters and words." (Media Poetry: An International Anthology, 2007: 180-181) For the full series, including all the videos:

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Signagens in Poética dos Meios e Arte High Tech (Melo e Castro 1988: 96)