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2014 Portfolio

Robert Pritchard - BSC Hons Computer Gameplay Design and Production Page 1


Gameplay and Narrative Design Portfolio
Robert Pritchard
BSC Hons Computer Gameplay Design and Production
Robert Pritchard
9/19/2014

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Contents
Coursework ........................................................................................................................................................ 4
AN ANALYSIS OF THE NARRATIVE STRUCTURE/CONTENT OF THE LORE, WORLD, AND A QUEST CHAIN IN
STAR WARS: THE OLD REPUBLIC ................................................................................................................... 4
Introduction ............................................................................................................................................... 4
The Lore and World ................................................................................................................................... 4
Narrative Structures and Constructs ......................................................................................................... 5
Narrative Techniques ................................................................................................................................ 6
The Main Characters.................................................................................................................................. 7
Structure of the Tython Jedi Consular Quest Chain .................................................................................. 8
NARRATIVE ANALYSIS - CYOA BOOK THE SEARCH FOR ALADDINS LAMP ................................................. 9
NARRATIVE ANALYSIS OF SIMON THE SORCERER PC CD-ROM ................................................................ 11
Summary of Storyline .............................................................................................................................. 11
Story Structure......................................................................................................................................... 12
Analysis of Characters ............................................................................................................................. 13
Narrative Techniques .............................................................................................................................. 16
Dissertation / Final Year Project ...................................................................................................................... 18
A Different Class: How people of different sexual preferences and lifestyles are represented in video
games for different audiences. .................................................................................................................... 18
Positive Representations ......................................................................................................................... 19
Neutral Representations ......................................................................................................................... 20
Negative Representations ....................................................................................................................... 23
Examples of Representation in Other Media .......................................................................................... 25
Reactions to Inclusion .............................................................................................................................. 28
Conclusion ............................................................................................................................................... 31
Bibliography ............................................................................................................................................. 31
Featured Articles ............................................................................................................................................. 35
E3 2014 Tomb Raider Two Sides Of The Same Croft ............................................................................. 35
What We Would Like To See In Persona 5 .................................................................................................. 36
Reviews ............................................................................................................................................................ 38
Donkey Kong Country Tropical Freeze Wii U ............................................................................................ 38
Freedom Planet PC ................................................................................................................................... 40
The Golf Club Early Access PC ................................................................................................................ 42


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Coursework
AN ANALYSIS OF THE NARRATIVE STRUCTURE/CONTENT OF THE LORE, WORLD, AND A
QUEST CHAIN IN STAR WARS: THE OLD REPUBLIC
Introduction
Various types of games have been made that are based on the best-selling Star Wars films.
Ranging from pod racing titles, to 2D platformers. Star Wars the Old Republic was released in late
2011, and is the second MMORPG to be made about the franchise, following the footsteps of Star
Wars Galaxies, that was shut down at the same time The Old Republic began, although it was
initially stated that the two would be able to be compete side by side.
Whilst the game is not technically counted as a sequel, it is within the same series as the Knights
of the Old Republic role-playing games, sharing many common gameplay mechanics and
characters. It was also developed by Bioware, the company that made the first game of the series.
The duties of the sequels construction were passed onto Obsidian Entertainment, the developers
of the Fallout series.
The Old Republic features the same worlds and concepts as the movies it is based on. However, it
does not share any of the series most popular characters, because it is set three and a half
millenia before the events of the first episode.
Whilst marketed as a MMORPG, the game is designed to allow free players and paid subscribers
that do not have additional support to complete their quests, without any assistance. The dialog
wheel system featured in many of Biowares modern adventures is also in place, to give the player
a sense of constructing their own adventure through the choices they make for themselves.
The Lore and World
Star Wars the Old Republic takes place within the The Galaxy that has been the primary focus of
the franchise. There are no characters from the films that make a cameo appearance, because the
game is set in the distant past.
A high emphasis is placed upon the Jedi and their place in history, as they are one of the oldest
groups of individuals that are charged with keeping galactic peace. The main body of the Jedi exist
as saviours of law abiding citizens, often practicing extreme discipline with control of their
emotional state, to ensure their judgements remain free of personal involvement or interference.
Wherever the player character travels on their adventure, there will be someone that has a pre-
established prejudice of what they believe the Jedi to be like.
The world that the majority of the Jedi reside upon, and where the player begins their training is
known as Tython. The world was formerly the training grounds of the Jedi Order, but due to an
event that no one can remember, the Jedi that founded the order were forced to leave. Their
return many thousands of years later is an attempt to presumably redeem their order for the
mistakes of their past, similar to Simbas return from exile in Disneys film The Lion King, and to
allow the planet of Coruscant to heal following the destruction of their previous temple at that
location.
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The principles of the Jedi order are similar to that of Buddhism, in that they teach the value of self-
discipline, and the ability to make decisions without emotional influence. Although the concept of
the Force is fictional, it is mostly likely an analogy for the belief of a neutral minded omniscient
presence, possibly protecting us from harm or guiding us to make the right choices.
Although the Twilek existing on Tython are a peaceful race, they are unable to be helped on a
large scale by the Jedi, because they did not seek permission from the Galactic Council to move
there. In this case, the Twilek were forced to move because of homeland persecution, but
because they did not go through the outlined procedures, they are not able to receive the same
benefits as the residents of Tython.
The Twilek species and their situation could possibly be compared to the concept of immigration
in the real world, with illegal immigrants being unable to claim for any assistance without
revealing their existence to the government. While it is sometimes not their fault that they have
ended up in their current situation, it is an unfortunate elephant in the living room scenario that
does not have a simple, and morally sound solution.
The Trandoshan species have a very different approach to how they live. They earn Jagannath
points for every kill that they successfully complete, believing that they will be welcomed by their
goddess, depending on how many points they have obtained when they die. Their goddess, known
as the Scorekeeper is presumed to not show prejudice, but it is never explained if there is a
consequence, or what would happen to those who choose not to kill.
Although the Jedi and the Trandoshan share similar methods when it comes to keeping galactic
peace, their methods are sometimes less than orthodox, leading to conflict between the two races
and the forge of mistrust. This kind of narrative tension is present in many games, with both sides
needing to come to a truce to assist the protagonists when a dangerous situation reaches its
climax.
Although the player faces many kinds of enemies in the game, it is the natives of Tython that are
the most common barriers to their progress. The Flesh Raiders are portrayed as feral beasts who
do not seem to distinguish friend from foe, and will injure anyone that comes into their territory.
The majority of these enemies are overpowered, at least in the areas away from the routes
marked on the map.
These kinds of enemy does not have a significant place in the plot, but it does ensure that players
do not wander too far from the path, else they will be in serious danger. This trope is parallel to
the Yellow Brick Road in the Wizard of Oz, where if you leave the path, things will not turn out
well.
Narrative Structures and Constructs
Each story arc of The Old Republic is divided using the traditional Three Act Structure, with each
act holding several missions to build the narrative, and increase the stats of the player character.
While the first arc introduces the concepts of the game to the player, the second act encourages
them to think for themselves, leading up to the conclusion of their story in the third act. The
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games narrative is a perfect example of the Heros Journey, first recognised by Joseph Campbell in
1949. In his book The Hero with a Thousand Faces, he stated:
A hero ventures forth from the world of common day into a region of supernatural wonder:
fabulous forces are there encountered and a decisive victory is won: the hero comes back from this
mysterious adventure with the power to bestow boons on his fellow man.
The journey of many of the classes available to the player follow this pattern, but unlike many
tales of this kind, the hero is willing to take on the adventure. The only conflict that is present
within their departure is whether they choose to follow the side of light or darkness.
A common trait of games that offer both sides of morality within their narrative is that whichever
side the player chooses, they will always be handled along that morality. Whilst the player can
choose to defy the expectations of their kindred, the particular class they have chosen will always
be biased to either good or evil.
The time period that the game is based in is known as the Old Republic era of the Star Wars
universe, synonymous with the name of the game itself. The only history before this game is set in
the Knights of the Republic series, and very few characters are crossed over because there is three
hundred years between the second game in the series and its most recent instalment. Whilst the
story of the game is split into three arcs, the narrative of each of these arcs is split into an entire
journey of its own.
Narrative Techniques
Although the game does not have flashbacks within the main storyline, the introduction move
shown before the game begins reveals some plot points that are essential to understanding the
characters, and their current predicament. A very common technique, this kind of exposition relies
on the player not bypassing it, else they will miss out important details that are referenced to
within the narrative.
Aside from the opening sequence, the player is not given much backstory at the beginning.
However, once they pass a particular point in the game, a specific entry about what has just
occurred or who you have met will be locked. This is slightly different from the introduction,
where the story is told to you in a linear fashion. With the options available on the menu in
question, you may choose to read the back story in whatever order you want. This option
exposition allows new players to fully embrace the experience, and be further drawn into the
story of the game.

Within video games, it is very uncommon for multiple characters to be speaking at the same time.
In MMORPGs, they are no exception to this pre-determined law of talking at individual times, and
everyone in the particular conversations get an equal share to voice their opinion. This is
especially frequent when the player has to choose as a pivot point in the plot, almost as if they
cannot make a decision, until the player has made their own.
When the player talks to many of the non-playable characters, many of them will begin to
foreshadow future events, or imply that certain actions will have negative consequences if they
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choose to do them. Within video games, this trope is used more often than most, to entice the
player to continue on their quest to see what is in store for their character.
A highly common aspect in many kinds of narrative is the lack of name given to the multiple
enemies that you defeat. This is done for the simple reason that without a name, you are less
likely to feel a sense of remorse for ending their virtual life, and worrying about the potential
family or friends you are leaving to grieve for their fallen allies.
The Main Characters
One of the major characters the player meets in the Jedi Consular arc is Master Yuon Par. She is an
aged master of the Jedi Order, and follows its teachings with a more open mind than a lot of her
fellow council members. Her role in the story is to be the mentor, as she is responsible for giving
the player their first missions when they begin their adventure. Her last name is indicative of her
stability in how she conducts herself, never letting small details get in the way of her goals. She
also fills the role of the Threshold guardian, ensuring that the player is only fed information as
they require it, and giving them tasks that develop their journey at a steady pace.
When the player successfully neutralises Nalen as a threat, Yuon is offered the position of
becoming his inductor into the Jedi Order. She does so without question, but shortly after falls into
an illness. This is a classic example of a strong minded character hiding a secret from their peers
because of a fear of being rejected. This is a highly prevalent in The Walking Dead, where several
characters hide their walker bites from the people they are closest to, because they are afraid to
admit to themselves there is a strong chance they will not survive.
The first companion character that joins the player is Qyzen Fess, a Transdosan warrior who is not
welcomed by most of Jedi Order. Although he does not trust the player at first, Qyzen comes to
understand that the player is similar to Yuon, in that they do not judge him by appearance or
stories of the species actions throughout the galaxy. Unlike the majority of his species, Qyzen is
not a mercenary for hire, instead devoting himself to the hunt of honourable kills. This choice
places the Transdosan within the Rebel archetype, with several traits common to the chaotic
neutral alignment as he is not a mercenary soldier like most of his kind, preferring to focus on the
honoured tradition of the hunt, and commune with those who are considered to be dangerous to
their kind.
The first antagonist of the Jedi Consular arc is Nalen Raloch, a member of the Twilek tribe who has
learned the ways of the force. After finding the teachings of a master that had turned to the dark
side, he became obsessed with trying to take revenge on those who could not offer assistance to
his suffering tribe. Nalen shows traits of the chaotic evil character alignment, as he used his
newfound abilities to influence others by the use of intimidation.
Once Nalens fellow villagers are convinced that he is placing everyone in danger, they reveal
where he has gone, but they feel sorry that they betrayed a man who had protected them. This
righteous betrayal allowed the player to save Nalen from himself, and possibly turn him toward
the path of redemption if they choose.
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The villagers remark in an earlier mission that they believe Rajivari is acting out of character, but
he himself later reveals that this was a ruse to get the villagers to trust him. But whether is
because his personality has been changed, or if it is a symptoms of the madness he now holds as
his own, it is not possible to tell.
Structure of the Tython Jedi Consular Quest Chain
The first act of the Jedi Consular arc begins with the player character arriving on the Jedi home
world of Tython. As the relationship grows between the player and their new master, they are
faced with choices that would normally be made by those of a higher position. The first missions of
the game are to defeat a set amount of enemies within a short space of time. This is highly
common in most multiplayer online games, as it allows all new players to progress through the
narrative in the same way, so they do not miss vital information.
A few hours into the game, the player is sent to retrieve the hilt of a legendary weapon known as
the First Blade from the ruins near the Jedi Temple. This requires the player to travel away from
the starting location, effectively performing the departure that is common to the Heros Journey,
or crossing the first threshold from the Monomyth. At first glance, the object seems completely
non-arbitrary, but only when the player returns it to the Jedi Temple, they learn of its true
purpose.
The hilt is a MacGuffin, being hunted after by the majority of the characters who know its
existence. Like many similar objects of its kind, the hilt is a key to unlocking the location of a
legendary location. In this case, it is known as The Fount of Rajivari. The place in question is a
secret vault where information and history are held, with the majority of the material being
written around the time of the formation of the Jedi council. As is common with many legendary
places or artefacts, many characters in the game either do not know of the legends, or choose to
not believe of its existence.
The player is then placed upon the Road of Trials to decipher the clues that lead to the Fount. He is
assisted by Qyzen Fess on certain missions, but most of the time they are alone except if they are
joined by fellow players. Towards the end of the first quest chain, the player is faced with the
decision of whether to save the corrupted Nalen Raloch by enlisting him in the Jedi order, or to
dispose of him by keeping him prisoner. This kind of choice reflects on a trope known as the Karma
Meter, and can dramatically alters the narrative from that point forward.
At this point in the game, we are now left with no antagonist, and the narrative only progresses
forward when a twist ending occurs, leaving Master Yuon Par struck with a mysterious illness, and
Qyzen decides to go with you for reasons untold.
Out of the seven basic plots laid out by Christopher Booker, The Jedi Consular Quest Chain has
three of these basic outlines. By defeating Nalen at the end of the chain, the player overcomes the
monster. They undergo a quest to retrieve the First Blade, then to defeat Nalen. And finally, they
voyage to other places to complete their goals, and return to their sanctuary once their task has
been completed.
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Nalen is heavily portrayed as the Monster in this case, challenging the protagonist to come and
challenge him once they have met and established their hero and villain roles. The thirst for power
has twisted his mind, as revealed by Master Rajivaris force ghost, so he thinks nothing of
destroying a cave killing hundreds of innocent Flesh Raiders that have not entered into a
confrontation with anyone. This elevates Nalen from simply talking about what he wants to do,
and making the choice that cements him firmly as the antagonist.
The quest is the simple mission to find the First Blade, decrypt the secrets to find the Fount of
Rajivari and then stop Nalen from performing his less than acceptable deeds. As is common in
most quest narratives, there is a lone companion that stands by your side. In this case, it is Qyzen
Fess. While the player is able to use the power of the force to subdue the enemy, Qyzen acts as
the main brute force, able to attack up close and deal vast amounts of damage with his strength,
coupled with years of fighting experience.
The return at the end of the voyage is when the protagonist has returned with Nalen, and they
must make the choice whether to imprison him for his crimes, or to channel his newly found force
powers into a force for good, and enlist him within the Jedi Order. Whichever choice the player
makes, the quest chain comes to a close.

NARRATIVE ANALYSIS - CYOA BOOK THE SEARCH FOR ALADDINS LAMP
The narrative of the book starts at a slow place, with the inexperienced young protagonist visiting
a historical importance with a close relative. It is suggested at various points in the narrative that
the protagonist is male, and the illustrations in the book prove that these implications are
justified.
Although the protagonist does speak, you are not informed of the words, more of the intentions
of them. This design choice means that you are permanently distanced from the character, even if
the storyline of the narrative is intriguing enough to warrant the immersion. This technique can be
used effectively in some mediums, such as The Legend of Zelda video game series by Nintendo
where Link has never spoken because he does not need to, and if the fans have their way, he will
never say a word.
The main goal of the narrative is for the protagonist to obtain the Lamp of Aladdin, an obligatory
MacGuffin found in many fantasy stories. Many versions of the myth exist, and this piece of fiction
has a way of blending them all together, but not always for the best fashion, leading to barely
described or ambiguous situations. It is highly probable that this kind of attitude is taken because
of the books intended target audience, so it will not attempt to give the reader more knowledge
than is required.
Although there are several characters that play minor roles, the main protagonist is the only one
that is given significant characterisation. The relative of the protagonist and a slight backstory are
described briefly, but they are not referenced again throughout the narrative. Only in one of the
narrative branches do you find a character that is given a purpose to be with you, and not just a
conveniently placed vending machine of information or exposition.
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It is highly apparent after finishing the book that there is only ending that could be considered to
have a positive outcome. There are several that have a safe or neutral conclusion, and the
majority of them cause the player to succumb to a fate far worse than their desired result. At the
end of each of the paths that do not result in the protagonist achieving his goal, there is a
paragraph or two at the end that either condones the players choice but informs them of their
failure or simply leaves them imagine the characters demise through an unavoidable accident.
The plot relies heavily on Deus Ex Machina to save or condemn the player, but this is a weakness
apparent in many examples of the genre, rather than one of the narratives of the book itself. The
age old shoulder angel concept is included in this book, and you are given the role to protect or
harm the protagonist. Although in most cases, the choices are void of any bias so on the first
playthrough, you would have no clue if you were heading to sanctuary or a trap. This proves
effective in making sure the player can replay the story if they choose, so they can find out if they
could have been successful with their endeavours had they chosen the other alternative.
Within the course of the narrative, several of the characters conform to the stereotypes that have
been built by many authors, both in this genre and many others. The relative of the protagonist,
known as Aunt Millie, is a representation of the mentor archetype; even only she is only seen for a
matter of minutes. Her function in the story is to give the protagonist the skills that he needs,
whilst living in the foreign country in which the narrative is located, and searching for clues to the
whereabouts of the lamp.
The character of the goat-man only seen in certain strands of the game, and he is a perfect
example of the Guardian of the Threshold. In a literal sense, he tests the protagonist to see if they
are worthy of continuing further with the quest they have so errantly begun. You can either
choose to help him with his predicaments, which ends the story, or continue further into the
world so you can move on to further adventures.
In order to progress through a treacherous desert domain, a man offers you a horse to travel
upon, and a companion to travel with you and keep you safe from danger. The man in question is
the leader of a group of bandits, and fills the role of the donor. The companion remains relatively
quiet except when taking care of his beloved steed, which he seems to value a lot more than you.
This is blatantly shown on one of the negative endings of the game, where he leaves you to find
for yourself and returns to his faithful equine.
Unlike many journeys with a treasure, there is no archetypical character of the Love Interest.
Instead, the only reward is finding the legendary talisman that is highly sought after. This also
means the Father is also absent, because there is no love interest to be obtained. On one of the
narrative strands, a knight approaches you and tries to make you choose to help him, instead of
helping the snake that you have partially befriended. Although many users of the game would
choose to go with the knight, this is most likely due to the stories they have been told about the
serpent in the Garden of Eden, rather than any pre-established distrust of the creature itself.
This preconception is shown to be a mistake to the player, as the knight shifts from being a helpful
soul to a formidable foe whether you choose to leave the snake or stand by it. This characters
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archetype is closest to that of the Shapeshifter, showing one personality to certain people and
another in private. This kind of stereotype is highly popular in Disney movies, with examples such
as Jafar from Aladdin, Governor Radcliffe from Pocahontas and Gaston from Beauty and the Beast
showing the true extent of the shapeshifters potential, with their intentions to cause disarray and
confusion to both major and minor characters.
NARRATIVE ANALYSIS OF SIMON THE SORCERER PC CD-ROM
Summary of Storyline
At the beginning of the game, Simon is a teenager with no real problems except boring homework.
One afternoon he is fed up of doing this, and decides to find something more interesting to do. He
goes up to the loft and finds his dog Chippy messing around with an old chest. When he looks
inside the chest, he finds an ancient book titled Ye Olde Spellbooke. Simon doesnt think much
of it and throws it on the floor. After this happens, a mysterious swirling portal appears in the
attic. To Simons astonishment, Chippy walks through the newly created doorway. Curious, he
walks through after his faithful companion. To his surprise, he lands on a stone table in front of a
pack of goblins all intent on eating him for breakfast.
After Simon escapes from the goblins thanks to Chippy, he runs into the house of a wizard named
Calypso. Unfortunately for Simon, he finds that Calypso has been kidnapped by a wicked sorcerer
named Sordid. Reluctant at first, Simon decides to try and rescue Calypso so he can send him
home. He also learns that he can become a wizard to use the spells in Calypsos spell book, but he
must become a wizard first. Simon wanders out into the Magic Kingdom and finds a group of
wizards in the local tavern. After trying to convince them to let him become one, they do on one
condition. That he retrieve a magical staff hidden somewhere in one of the nearby towns. After
performing several tasks for many of the citizens of the kingdom, he eventually discovers the staff
hidden in the coffin of a mummy. And that the coffin itself is hidden in the castle of a pig that was
cursed to become a princess.
He eventually gains the staff and takes it back to the wizards. Much to Simons annoyance, they
also ask him to pay a membership fee. Thankfully he has obtained some gold on his quest so after
giving it to the elder magicians; they make him a junior wizard. Along with this honour, they also
give him a magic wallet to keep all his required information inside it. Simon makes his way to
Sordids castle but the bridge collapses before he can cross it. After wandering back into the
forest, Simon comes across a witchs cottage that has a broomstick inside it. Not seeing the witch
around, Simon decides to borrow it so he can cross to the other side of the bridge. However, the
witch appears and is not best pleased that he tried to steal from her. After learning he is a wizard,
she challenges him to a wizards duel.
After accepting the challenge, Simon defeats the witch using four magic words he learned from an
ancient tree he rescued from a woodcutter. Abracadabra, Alakazam, Hocus Pocus and
Sausages. He reaches to grab to the broomstick as his reward but before he can leave, the witch
transforms herself into a dragon and blocks the door. Simon uses one of his words and transforms
into a mouse and runs out of the cottage through a conveniently placed mouse hole. Reaching the
castle once more, Simon crosses the gap using the newly acquired broomstick. After drinking a
potion obtained earlier in the game, Simon shrinks down and is able to pass under the locked front
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door. After wondering through a garden which is like a forest to the newly decreased Simon, he
eventually reaches the other side and eats a mushroom that returns him to normal size.
Climbing the stairs in the castle, Simon discovers two disgruntled demons who want to return to
the pits of hell from whence they were summoned. After talking to a smart-alec magic mirror and
reading a textbook, Simon is able to send them back. Taking the demons advice, he climbs into
the teleporter in the room and is sent to Sordids real lair.
When Simon confronts Sordid, he uses the sorcerers magic wand (obtained in an earlier quest) to
turn him to stone. Then he throws the wand into the fire, dispelling all the spells cast with it,
returning everyone affected by Sordid to normal. Simon suddenly realises that the spell he did on
Sordid will also be reversed. Just as it does reverse. A very annoyed Sordid uses his magic to send
Simon far away. But for some reason, it drops him in the next room. Determined not to fail again,
Simon runs back into the room where Sordid is. After a brief battle, he eventually manages to push
Sordid into the same lava where he threw his wand, defeating him once and for all. Simon is
returned back home by Calypso and returns to his normal life.
At least until a monster from the Magic Kingdom appears through a randomly occurring portal in
his bedroom, and pulls him through it, leading him on to a new adventure.
Story Structure
The story of the game is a classic example of the three act structure. The first act is where Simon is
transported to the Magic Kingdom and learns what he must do to return home. The second act
commences once Simon has become a wizard, and complete more tasks before he can confront
Sordid. The third act is where Simon reaches Sordids lair, and once he passes through it, confronts
the evil sorcerer and saves both Calypso and the Magic Kingdom.
Although there is a constant narrative in the background at all times, the game itself is split into
several smaller story arcs because none of the tasks presented to Simon are related to each other.
Although the items obtained in some of the events are necessary to proceed, they are never
referenced to once the narrative has concluded.
As with most point and click games, Simon the Sorcerer relies heavily on conversations with non-
playable characters. This is primarily used for exposition, but it is also used to advance the
narrative and to gain new conversation threads. This is one of the games few shortcomings
because there is a lot of conversation and not nearly as much actual gameplay. But in terms in
actual narrative construction, there is a lot to discover for anyone who wants to go the extra mile.
This includes alternate lines of dialogue and items which can lead sometimes a completely
different storyline.
Another negative aspect of the game is due to the fact the game world is based on fairy tales
combined with popular culture references. If the player does not have a prior knowledge of the
content being mentioned, they may not think the game is being random for no reason and not
continue to play. Most of the time however, the content is given a brief explanation without
breaking the fourth wall too dramatically. So although it is an issue, it seldom becomes a barrier
for players to understand the story.
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Analysis of Characters
Primary Characters
Simon
Age Unknown (He is specifically stated as being a teenager in the game's documentation)
Moral Alignment Chaotic Good
Species Human / Wizard
Propp Designation The Reluctant Hero
Other Definition - Protagonist
Simon is what could be described as an ordinary teenager. His curious nature leads him to travel to
the Magic Kingdom after accidentally conjuring a portal there. He seems to be convinced the
world is a dream at first but as time goes on, he realises that this is not the case. He eventually
manages to rescue Calypso from Sordid, but it highly implied that he only does it so he can get
back home. So even though he is the hero, he doesn't exactly perform the task with the purest of
intentions. So in a loose sense, he could be classed as an anti-hero.
Calypso
Age Unknown
Moral Alignment Lawfully Good
Species Wizard
Propp Designation The Princess (Male Equivalent) / The Donor
Other Definition Non-Interactive Character
Although never actually seen in the game, Calypsos voice is heard at the end of the game after
Simon rescues him from Sordid. Calypso is supposed a highly respected wizard with good morals,
but very little information is learned about his character, so the extent of the characters
personality is left for the player to decide. Before he was kidnapped, he left Simon his spell book
to assist him even though he had already been taken by Sordid. So it is assumed that the letter
was sent by magic.
Sordid
Age Unknown
Moral Alignment Chaotic Evil
Species Sorcerer
Propp Designation The Villain
Other Definition Antagonist
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A power hungry sorcerer who specialises in kidnapping wizards for no apparent reason. He is not
seen or heard until the ending scenes of the game and when he is actually reached, he is
considerably easy to defeat, even after he has been resurrected due to the heros ignorance of the
effects of destroying the wand that caused him to become incapacitated. It is possible he is partly
inspired by the White Witch from the Narnia series because of his tendency to turn other
creatures into stone. But this is neither confirmed or denied.
Secondary Characters
Two Headed Shopkeeper
Moral Alignment Neutral
Species Two Headed Human
Propp Designation The Donor
Other Definition Interactive Character
A man who tried messing around with dangerous chemicals only to gain a new head on his
shoulder. They are shrewd businessmen but they can't seem to agree with each other for very
long. They unwillingly help Simon get into the goblins lair when he hides in one of their delivery
boxes.
Repulser
1. Moral Alignment Neutral Good
2. Species Pig / Human
3. Propp Designation The Princess / The Donor
4. Other Definition Damsel in Distress.
When Simon encounters her, she is a blonde human princess who has been cursed by a witch.
When Simon kisses her to break the spell, he gets a shock when the true nature of her curse is
revealed. This character is a post-modern interpretation of how the cursed princess character
would ordinarily be treated. The reason for this is because she was a pig first, instead of being
human.
Barbarian
Moral Alignment Lawfully Good
Species Unknown
Propp Designation The Helper
Other Definition Temporary Sidekick / Minion
A male barbarian who has a thorn stuck in his foot. When Simon removes it, the grateful
adventurer gives him a whistle to call him whenever he needs assistance. As soon as the character
is used once, he is never seen again.
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Bridge Troll
Moral Alignment Lawfully Evil
Species Troll
Propp Designation The Villain
Other Definition Interactive Character
The troll from the fairy tale The Billy Goats Gruff. He is very unhappy with his working conditions,
being kept under contract by the goats to fulfil the conditions of the fairy tale. Eventually, he goes
on strike to prevent anyone crossing his bridge. The troll character is also a post-modern
interpretation because of his attitude towards his role.
Unlike Repulser who is a direct opposite, the Bridge Troll is Genre Savvy, and doesnt want to fall
into the same trap he has done many times before. He is eventually defeated by his own curiousity
when he blows a barbarians whistle. When the barbarian appears, he knocks the troll into the
water because Simon said the troll was bothering him.
Witch
Moral Alignment Chaotic Evil
Species Witch
Propp Designation The Villain
Other Definition Interactive Character
This wicked magic user lives in the forest. Simon tried to take her broomstick and she challenged
him to a Wizards Duel for it. Simon eventually wins, but the witch doesn't take it lying down and
changes into a dragon to kill him. Simon escapes from her by using magic of his own. She is highly
inspired by Madam Mim from Disneys Sword in the Stone, even using the exact same dialogue to
explain the wizarding duel to Simon. When she loses, she even cheats in the same way that the
character does.
Swampling
Moral Alignment Neutral Good
Species Swampling
Propp Designation The Donor (Unwilling)
Other Definition Interactive Character
This creature is the sole provider of Swamp Stew, a vital item in order to progress through the
game. The swampling is very grateful for a visitor because it is his birthday but when he finds out
Simon isnt there for that, he is very upset. To cheer him up, Simon agrees to eat some of his stew.
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Unfortunately for Simon, the stew is completely disgusting. Eventually, Simon manages to bottle
some of the stew when the swampling leaves to get more ingredients. Before he comes back,
Simon hastily leaves, and never returns.
Woodworms
Moral Alignment Neutral
Species Woodworm
Propp Designation The Helper
Other Definition Interactive Character
When Simon finds the woodworm, they are in a fallen tree that has seen better days. After
accidentally offending them, Simon gives them some fresh wood to apologise. They travel with
him until eventually; Simon is able to give them some more wood to feed on. Which luckily for
him, leads him onto the next area of his adventure.
Until Simon apologises to them, they are very bitter and twisted toward him, resorting to
emotional blackmail to get him to apologise for being surprised that they could talk.
Narrative Techniques
Although the game does feature a lot of original content, it uses a lot of retroactive continuity to
either introduce or change situations from other media such as fairy tales, literature and
sometimes other games to give the plot an interesting twist. For example, when Simon rescues the
princess Repulser from the tower, the player would automatically assume she would stay human
because the event begins in the same way as the tale they likely heard as children or read
themselves in a book.
This pre-established continuity is altered when Simon kisses the princess. Instead of being freed
from the castle, she is transformed into a pig. This coincidentally is her original form. This
subversion of the expected result happens frequently through the game. Sometimes, the game
places red herrings to trick the player into believing something different will happen. But when it
happens, they get exactly what they expect to see.
As with most fantasy video games, the player is expected to suspend their disbelief of the fact it is
not real. Some games however do not try to adhere to this and will try to create situations that
seem completely unbelievable. But with Simon the Sorcerer, the world has an infrastructure,
social classes and in most cases characters that the player can either relate to or believe they
could exist.
The fourth wall is regularly broken in most video games that focus on comedy. And Simon the
Sorcerer is no exception. Simon regularly speaks to the player if they choose the wrong action or
one that is impossible to perform. He will also talk to the player at random events in the dialogue,
either directly or looking at the player and talking to himself. None of the other characters seem to
notice this and in the cases that Simon does speak to the wall, they neither care nor notice.
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Without items, the player cannot progress through the narrative. The game is full of seemingly
innocuous objects such as the broken tuba and the pig as well as ones that have a clearly defined
use like the map and the magic beans. Regardless of the immediate impression of the items, they
are considered Chekhovs Guns until required by the game. They are considered to be this way
because in most situations, they are useless or impossible to use. But through the use of lateral
thinking, even the most simple object gains a purpose if used correctly. For example when the
player collects the witchs broom from the cottage, they cannot use it until the moment it is
required. Otherwise the game will not let you use the item and you will be criticised by the
protagonist for trying. The only way to defeat the final boss at the games climax is to solve one of
these puzzles, but if the player has been paying attention to the items collected, it should be fairly
easy to solve.
When Simon starts a conversation to the non-playable characters, the player is given a number of
different options of how to talk to them. Being a rebellious young teenager at heart, some of the
options you are able to choose can be snark or in some cases even downright cruel. If one of these
options is chosen, a moment of suspense is created because unless the player has played the
game before they do not know how the player will respond to the statement that has been
chosen. In most cases, the non playable characters do not react to his attitude and simply perform
their role in the narrative.
Many stories are presented to the player in the games narrative, leading to a story within a story.
One instance of this common occurrence is when the swampling is so excited at having a guest for
his birthday. Disgusted by the swamp stew, Simon tries to leave. But is convinced to stay a little
longer when the swampling sadly explains how no one comes to visit him. After Simon eventually
escapes with some swamp stew as a souvenir, the swampling is never referred to again. Thus this
leaves his narrative to be one of several in the game to never be finished or reach a conclusion
that could be considered an ending.
The ending of the game is left on a cliff-hanger after Simon is pulled back to the Magic Kingdom by
a tentacle wielding monster. Oddly, the second game in the series Simon the Sorcerer 2 The
Lion, The Wizard and The Wardrobe doesnt continue the story from that moment. And stranger
still, it is never referred to in the sequel. This could be another example of a red herring, an event
that happened before the sequel, a false ending instilled the writers to surprise the players or it
may have been a development error by the creators of the game.


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Dissertation / Final Year Project
A Different Class: How people of different sexual preferences and lifestyles are
represented in video games for different audiences.
Types of Lifestyles and Preferences

Just as there many different kinds of people in the world, there are a variety of preferences and
lifestyles that are present, and mostly accepted within the modern world. It is estimated that one
in ten people on average are of an alternate lifestyle or preference, but this could be higher or
lower, depending on natural genetic variation.
In terms of sexuality, there many different categories that would identify a lot of the general
public. Some of the highly common sexualities include homosexuals, pansexuals, asexuals and
bisexuals. The phrase Homosexual is deferred from the Latin word Homo which translates to
English as man. While it is not uncommon to refer to women attracted to women as being
homosexual, it is more accurate to call them lesbian, which comes from the Greek word Lesbos,
and was the home of a woman named Sappho who expressed a love for women in her poetry.
Bisexual is derived from the word Bi meaning two, or both. This means that the individual is
attracted to either sex, both romantically and physically. Most open-world role-playing games
allow the player to be temporarily bisexual, and choose the character they wish to pursue a
relationship with, either because they grow to care for them, or simply to gain the bonuses that
are achieved from getting closer to that particular individual.
Pansexuality is less heard of within modern society, as it can be very similar, and often placed into
the same category as Bisexuality. Derived from the Greek word Pan meaning all, it has been
proved that people of this persuasion do not cast gender labels upon anyone that they become
romantically involved with, and love them for the people that they are. It can also be referred to
as omni-sexuality, taken from the Latin word Omni, that directly translates as all.
Asexuals are probably the hardest to represent within any medium, let alone video games.
Derived from the word Apathy, the individual will not feel any romantic or sexual feelings toward
either gender. It is highly likely that unless there is a visual cue in the scene to give them a label, it
could be plausible that every non-playable character within the game could be asexual, because
they would not show any interest at all except within their programmed interactions.
Although not strictly a sexuality, there is a highly common preference known as transsexual. There
are two variants of this particular type, known as pre-operative, and post-operative. Pre-operative
is where an individual will choose to wear clothing, style their hair and change the way they speak
in order to live as a member of the opposite sex.
To the individual in question, this would seem completely normal practice, and often they would
feel more comfortable than in the clothes designed for their physical gender. Post-operative is
where the person has decided to undergo medical procedures such as hormone replacement
therapy and surgery to legally change their gender from male to female, or vice versa. Many
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people who are transsexual choose to remain pre-op as it is nicknamed, because the cost and
medical trauma of undergoing the gender switch may not be something they want to experience.
However, there are some cases where the person feels that they were born as the wrong gender,
and utilising the surgery will allow them to feel as if they belong within themselves.
Positive Representations
A World Away Earthbound
Many games from Nintendo were unfortunately never released in some markets, such as the first
iteration of the highly popular Mother series. Renamed EarthBound when the second game came
out in America, the game never appeared on European shores. The game was a parody of
American culture, and the role-playing genre as a whole.
As with many games of this type, the protagonist's best friend is also a non-playable character. In
the case, his name is Tony and his feelings for Jeff, one of the main characters go past the
boundaries of friendship. Although no interaction between the characters is ever seen of this
nature, it is implied by Tony's dialogue, and has since been confirmed by the creator of the series.
Although the character is not seen for a long time after Jeff's escape from the boarding school, the
connection that Tony feels toward Jeff is pure, and he would never do anything to jeopardise a
future between the two of them. This kind of representation was rare among games at the time,
and to date, there haven't been many that can be compared to it. Nintendo's censors completely
missed any undertones hidden in the dialogue, and for the argument of equal representation, this
can be seen as an oversight that provides hope for future developers who want to include gay
characters.
The Inner Workings of the Midnight Channel Persona 4
The developer Atlus are no stranger to including alternate themes and characters within their
titles, and their tradition continued with the fourth instalment of the Persona series. Part of the
Shin Megumi Tensei franchise, these Japanese role-playing games place an emphasis on tradition
role-playing games and social networking.
The character who is struggling with his sexuality is Kanji Tatsumi, a high school student with a
quick temper, a roguish attitude and a fondness for things that are cute and cuddly. Although it is
possible to pigeon hole him into the category of one sexual preference, the fact of the matter is
that Kanji does not have a defined sexual orientation. He simply enjoys his life the best that he
can, and although he is frightened of being rejected, he would not shy away from a relationship
with anyone as long as he cared about them. When Kanji is thrown into the Midnight Channel by
the antagonist of the game, it is assumed that the dungeon that is created to hold him is a
reflection of his inner turmoil that he is going through.
But it is later proven, that the world created within the Midnight Channel is in fact a reflection of
what people expect to see of the person that has become trapped within it, and stalked by a
shadow version of themselves that embodies the unconscious public opinion.
With the help of the Investigation Team that is led by the playable character, Kanji is able to defeat
the shadow that is taunting him, and he gains the power to help the team free others from the
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nightmares that are created by oppression. This kind of message is very important to the game
industry, because it shows that characters of a different preference or lifestyle can overcome the
barriers set within society and be fully established characters in their own right. The name Kanji is
also the term given to one of the many alphabets of the Japanese language. This could mean that
he is able to spell out his own path in life, and not rely on other peoples opinions of how a man
should behave, and what activities he should be allowed to enjoy.
Neutral Representations
With every representation of an alternate lifestyle, there are certain cases where there are both
positive and negative qualities in their inclusion. Because of this situation, it is not unusual for
them to be treated as balanced characters, instead of automatically categorising them as negative
because they happen to have one non-positive characteristic.
A Baron and his Intended Lover The Beast Within A Gabriel Knight Mystery
Sierra On-Line rose to popularity in the late eighties and early nineties with their point and click
adventure games, such as Kings Quest and Quest for Glory. They were so popular in fact, that their
only direct rivals were Lucas Arts, who developed the Sam and Max and Monkey Island series.
Whilst many of Sierras titles were suitable for all audiences, they took the next step beyond
comedic fantasy adventures, and moved into action adventure games that included mature
themes. In their 1995 title The Beast Within A Gabriel Knight Mystery, the player takes on the
role of Gabriel Knight. He is a writer of horror themed fiction, the owner of a small book shop in
New Orleans and latest in the line of Shadow Hunters, or Schattenjger as they are better known.
On a visit to his familys estate in Europe, Gabriel is enlisted to help rid the nearby village of a
werewolf that has supposed taken their people.
When the player is introduced to Baron Friedrich Von Glower, it is assumed that he is simply a
well-meaning aristocratic figure. His true colours are shown however, when it is revealed that he is
the monster that the village has been searching for, and that he has a strong desire to become the
life companion of the protagonist. This borderline obsession goes as far as to transforming him
into the very monster that he has been hired to hunt.
While the character was strictly the main antagonist, Baron Von Glower is a well-developed
character with many dimensions to his personality. While he does intend to obtain some kind of
relationship with Gabriel, the manner in which he completes his self-imposed prophecy does not
infringe upon an offensive stereotype. The fact that Von Glower is a homosexual male brings him
no accolade, but then it also brings him no suffering. He is a man with a different sexual
preference, and it does not define him, or make him an over-used stereotype.
Jane Jensen wrote something of a similar vein with her sequel to the highly acclaimed
Phantasmagoria series. Although the protagonist Curtis Craig is in a relationship with his girlfriend,
he has a very close relationship with his best friend, including one intimate scene where the two
share a passionate kiss. Curtis was also the very first bisexual character to be playable in a video
game. Unfortunately for the two would-be lovers, their experience is cut short by the untimely
death of the best friend, so the protagonist decided to go back to being in his previous
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relationships, as he is sharing two women at one time.
Action of a Different Kind Fear Effect 2: Retro Helix
Developed by Kronos Digital Entertainment in the early 2000's, the Fear Effect series combined the
survival horror of Resident Evil with the pace of an action oriented blockbuster. The game was
heavily marketed towards males above the age of eighteen, and included the very first lesbian kiss
between playable characters. It was stated by the developers that the two lead characters were
indeed lesbians, paving the way for more alternative lifestyle individuals to be included in
mainstream video games, despite the initial resistance from some of the fans of the genre.
Detection of Another Nature Persona 4
Similar to how Kanji Tatsumi as labelled as being unsure about his sexuality, another playable
character within Persona 4 is treated differently because of their choices.
When the player first encounters Naoto Shirogane, they assume that he is a young male detective
who is working the cases of murder and disappearance within Inaba, because that is how they are
shown to be. But when Naoto is kidnapped by the same forces that have taken all the others, they
discover the fact that she is a woman. This discovery is explained when Naoto faces her shadow,
because it is determined to change her into the man that she has been emulating for the majority
of her professional career.
After Naoto's shadow has been defeated, they learn that she comes from a long line of detectives
who specialise in private investigation, and that Naoto is the first female to continue the family
tradition. She always assumed that being a woman, she would be treated differently from her
male colleagues, and so she decided to become male in all but physical form. While this is not a
matter of sexual preference, she chose to become temporarily trans-gender because she
considered it her only option to become recognised as a professional.
This situation is highly common in many games, but for other reasons than to be accepted in a
work related environment. These include to gain entrance to a hidden location only accessible by
particular genders, or to attract the romantic attention of someone who is not attracted to their
normal gender. When Naoto finally faces her fallen shadow, she comes to realise that she does
not want to become male as she always thought, but to be accepted as the hard working person
she is. She seems to adapt to the change well as the narrative progresses, but she still slips back
into old habits such as speaking in a deeper voice from time to time.
While it is a positive idea that a character like Naoto should be introduced into a game, her
representation cannot be counted as such because of the prejudice she faces from her fellow
officers. It is not strictly negative either, because no direct harm is ever seen to be enacted on her.
Names of Different Sides Super Mario Brothers 2
In the early days of the Nintendo Entertainment System, a platformer named Doki Doki Panic was
released in Japan. For reasons unknown, the game was adapted to western audiences as the
second entry in the Super Mario Brothers series, and given the title Super Mario USA in Japan. The
game was a major success in every region, selling over seven million copies worldwide. The game
included many bizarre characters, ranging from blue birds on floating carpets, to a giant
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lachanophobic frog. But the one character that was a major issue for most of the world was a
certain pink coloured dinosaur.
Originally named Catherine in Doki Doki Panic, this reptilian antagonist was able to shoot eggs
from it's mouth. The character was given the name Birdo upon the game's western release, and is
one of the only video game characters in history to switch genders in nearly every appearance,
aside from Flea in the Chrono Trigger series developed by Square Enix.
In the first editions of both the North American and Japanese manuals, it is stated that the
character was male, but believes he is female. To add more fuel to the fire, they would rather be
called by a feminine version of their name. The names chosen were Cassie for Japan, and Birdetta
for the United States. Nintendo eventually determined that Birdetta was female, but that didn't
stop the character swapping several more times in various spin off titles. Birdo's status as a
transsexual is often referenced in several games, including the Game Boy Advance RPG named
Mario & Luigi Superstar Saga. There is never any direct showing of the character directly changing
themselves, but it is highly implied that Birdo would if he or she could.
Lips are Venomous Final Fight
The arcades were full to the brim in the late nineteen eighties with space shooters, 2D beat-em-
ups and pseudo 3D racing titles. But a change in development strategy from Capcom moved them
away from their recently developed Street Fighter and put one of the first scrolling beat-em-ups
on the market.
Final Fight was released in 1989, and followed the exploits of Mayor Mike Haggar, on his quest to
rid Metro City of evil, and rescue his daughter Jessica after she is kidnapped. Similar to Ash's
include in Bare Knuckle 3 some years later, one enemy in the game is of an alternative lifestyle
compared to the other characters. Poison is a transvestite in Japan, but in America she is officially
a post-operative transsexual. She also has a character who is physically the same, but has a
different colour scheme. This character, named Roxy, is not a transsexual, but is one of Poison's
best friends. In a controversial move, both Poison and Roxy were removed from all future versions
of the game, replaced by generic male enemies known as Billy and Sid. Whether this was due to
discrimination during early test builds of the game, or whether it was because of the stigma
against transsexuals and transvestites at the time, the reason for the change is currently unknown.
The Son's Secret The Orion Conspiracy
During the mid 1990's, adventure games were highly popular, and the developers were always
willing to try new things. Many of them followed the trend of being accessible to all ages, but the
ones that didn't try to do so, were often the most successful.
The Orion Conspiracy was released in 1995 by a small British developer known as Divide By Zero.
Although it was given a T rating by the Entertainment Systems Ratings Board, it was given an 18+
for its references to homosexuality and strong language by the ELSPA. A similar situation occurred
with The Beast Within A Gabriel Knight Mystery, but the theme of both games, and their
included content is decidedly different.
After the protagonist's son Danny is killed in unexplained circumstances, Devlin McCormack
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decides to find whatever or whoever caused it, and see that they pay for their actions. The case is
further complicated when his son 's boyfriend is murdered, and Devlin is implicated for the crime.
The game is then split into two different themes, with Devlin trying to solve his son's murder, and
come to terms with the secrets he kept regarding his sexuality.
The game was politically incorrect in the way that it handled the themes it presented to the player,
but as with many other examples, the extreme was sometimes necessary to break the taboos that
have been set in place.
Negative Representations
Although we would like to believe that every representation of alternative lifestyles within the
medium of video games are relatively balanced, there are a few occasions where they use
offensive stereotypes, or inappropriate situations using characters that do not fit the unjustified
status quo of the heterosexual population.
The Little Shop of Lechery Dracula Unleashed
When Dracula Unleashed was released for PC in 1993, it was assumed to be another title in the
series of games that used Full Motion Video in exchange for computer graphics. But if the player
looks closely at one of the non-playable characters, they will see something of a darker nature
than even the primary antagonist. The lecherous glances of a sexual predator.
The shopkeeper Alfred Horner was the very first homosexual character to be portrayed in live-
action video game, but this honour is overshadowed by the fact his appearance is used to unnerve
the player, rather than to portray alternate sexualities in a positive light. While there is no direct
consequence for accepting Horners advances, it is undoubtedly offensive to cast a minority in
such an intense role just for the intention of shock value.
Getting Down With the Bad Self Bare Knuckle 3
In March 1994, SEGA of Japan released the third iteration of its Bare Knuckle series, more
commonly known to western audiences as Streets of Rage. At first glance, it seemed to be more of
the same side-scrolling gameplay the games were famous for, until the player reached the first
mini-boss near the end of the first stage.
The enemys name was Ash, and he was a portrayal of a stereotypical extravagant homosexual. His
clothing consisted of a revealing jacket and cap, rubber undergarments, and black leather boots. In
the game, his running animations, attacks and taunts were highly effeminate, and when he is
defeated, his scream is that of one used by the female non-playable characters. Whether this level
of extreme homosexual behaviour was intentional, it is not clear.
But due to SEGAs strict censorship policies in the early nineties, the character was removed from
the games roster when the game reached American and European shores.
To make up for the lack of Ash, he was replaced with that the primary antagonists lead
henchmen, a powerful male bodyguard named Shiva. While it is possible to unlock Ash in the
western versions with the use of cheat devices, but it is not accessible by other means such as
manual cheat codes.
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Working as a Waitress Catherine
Dreams of endless climbing are not unheard of, and in Catherine, the metaphor is represented in
it's purest form. Jumping between the gore of the nightmare worlds and the seedy bar that is
named The Stray Sheep, it's plot symbolises the struggle between good and evil. The same cannot
be said however for the representation of one of it's primary characters.
Erica Anderson is a waitress at the Stray Sheep, and always finds time to help the protagonist
Vincent with his problems, even if she does not approve of what he does to solve them. As the
narrative progresses, it is suggested that she may not be all she seems. Vincent often refers to her
as not being completely female on occasion, and the fact she may have some male qualities is
confirmed by the fact she has the same nightmares as the cheating men.
The game never explicitly states if Erica is trans gender or if she is genuinely transsexual, but it is a
shame that a character with such a strong personality was burdened with additions to her
personal storyline that are revealed by the drunken tenants of a derelict inner city public house.

Niko Bellic's Dating Circle and Beyond Grand Theft Auto IV
The Grand Theft Auto series by Rockstar North has sold millions of copies worldwide, with each
titles bringing new gameplay elements, and fresh controversy for the content they include. In the
fouth game in the franchise, the protagonist is a Eastern European immigrant by the name of Niko
Bellic, trying to make his fortunes in the twisted underground dealings of Liberty City.
About halfway through the game, the player is introduced to the online dating circuit through a
particular mission. Following the instructions given to him by his current employer, Niko sets up an
online dating page, and tries to attract the attention of a young man named 'French Tom'. This is
not meant to be a dating opportunity, as the end result of the mission requires you to take him
out before your bosses will be satisfied.
To make things more confusing, if you try to send offers of interest to other males through the
online cafs, you will receive no reply. Presumably this means that can see that Niko is not truly
interested in women, or because they already found dates of their own. While this situation does
happen for real, it does not paint a good picture of the community that is looking for love, and
further plays upon the stereotypes that surround the world of online dating.
There are more situations of this kind that appear in the game's second expansion pack, named
The Ballad of Gay Tony. The protagonist this time around is a long suffering business associate Luis
Lopez, who is currently employed by Tony Prince, the owner of two nightclubs in Liberty City
named Hercules and Maisonette 9. The eponymous Tony is a gay man, and sadly follows the
stereotype of a drug addict with an abusive non-caring boyfriend.
When the pack's storyline concludes, Tony still has his business, but his boyfriend is gone, and he
has mostly sworn off the drugs. While this story of redemption makes Tony seem like a good guy
at the climax, it does not represent the lesbian, gay, bi and trans gender community in the best
light. There are very few games that paint a positive picture of the gay community without forcing
the issue, and sadly the Grand Theft Auto series is not among them.
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Examples of Representation in Other Media
Although the main focus of this analysis is on representation in video games, there are examples
of alternate lifestyles found within other forms of media, ranging from graphic novels to television
programmes.
A Slice of Life Serial Drama
Serial Dramas are one of the most common genres on television, ranging from high fuelled action
such as Homeland, Spooks and Lost to smaller scale series about a group of individuals such as
Desperate Housewives, The OC and Pretty Little Liars. But regardless of the area and
circumstances that the series takes place within, there are many cases in which alternate lifestyles
are represented.
In the long running Dawson's Creek, viewers watched the life of Jack McPhee, a young high school
student who is about to undergo one of the hardest challenges of life, the act of coming out. The
character's first kiss was also the very first gay male kiss aired on American television, a decision
that could have been detrimental to the shows success, but thankfully, this was not the case.
Although the character had many struggles, he finally found love and raised a daughter with Doug
Witter, the brother of one of the series main protagonists.
It could be said that serial dramas and soap operas are two of the ideal media to represent
relationships and character development, because they allow time for many different situations to
take place at once, allowing for a broader narrative and a wider representation.
The Daily Drama Soap Operas
The humble soap has been a comforting presence for many people since their conception, with
some characters becoming as close to the viewers as a member of their own family. But tensions
arise when a character happens to be of a different lifestyle than they are used to seeing in
everyday life, even though they would be comfortable to see someone be shot on screen.
In 1982, the British soap Brookside introduced a man by the name of Gordon Collins. He seemed
to be an ordinary teenager at first glance, but that changed in 1985 when series creator Phil
Redmond introduced him as the first openly gay character on a soap opera. Phil Redmond would
later go on to create Hollyoaks, another soap opera that pushed television boundaries by including
several same-sex relationships between characters, even when they hadn't been attracted to the
same sex prior to that storyline.
Brookside raised controversy in 1994 when it followed the introduction of Gordon with the very
first pre-watershed lesbian kiss on British television. As with many of Brookside's story lines, it
helped to introduce a new normal into what can be allowed on television, because although it
raised a high amount of controversy, someone was daring enough to place it into the public
domain, enabling the goalposts of equality to be moved to slightly fairer boundaries.
Turning A New Page Comic Books and Graphic Novels
In the early days of the comic book industry, finding a character that did not fit the status quo of
the heterosexual male and female was a difficult task. Although many of the heroes and villains
were sometimes truly bizarre, there was never a trace of alternate lifestyles in the mainstream
press until the revoking of the preventing condition laid down by the Comics Code Authority.
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Because of the condition's removal, the way was made clear for several characters to have their
moment in the spotlight. DC's Batwoman was one of the first to reveal her lesbianism, with team
members from the X-Men, and the vigilante Midnighter following suit by marrying their long time
partners of the same sex. The cloaked woman also proposed to her girlfriend in a storyline after
her revelation too place.
Transgender characters have also been rarely implemented, but DC Comics have revealed the
roommate of Batgirl is the first to be introduced as a participating protagonist. The name of the
character Alysia Yeoh, and in the same story, she is also established as being bisexual.
Having A Laugh Situation Comedy and Dramedies
The term Dramedy is a cross between Drama and Comedy, and is often used to describe slice-of-
life drama, with comedic elements at certain moments in the narrative. The format is highly
popular in the United States, but not so well known in other parts of the world. Shows of this type
include Ugly Betty, The Office and Veronica Mars, all of which have included characters of
different sexual lifestyles and preferences.
Samantha Who was a short lived comedy that dealt with the shortcomings of a woman regaining
her lost memory. In it's final season, the main characters were invited to attend the wedding of
one of her two best friends to a gay pro-basketball player. While not uncommon in real life, this
kind of plot has been used in many shows before it, including one of the most popular sitcoms
with alternative lifestyle characters, Will & Grace.
One of the major antagonists of Ugly Betty is an openly homosexual male named Marc, who
wastes no time in giving Betty a hard life when he can. He is represented as a stereotypical gay
man, with all the mannerisms and common traits. Although toned down significantly, Justin
Suarez, the nephew of the main character was also homosexual, and after three seasons of not
being sure, he eventually came out in the final episodes of the show.
NBC introduced a new sitcom in 2012 named The New Normal, and it involved two homosexual
men hiring a surrogate mother so they can start a family, a similar plot line used in an American
animated show named Rick & Steve.
Fox's flagship show Glee has always shown it's support for equal rights, showing characters from
all walks of life finding acceptance within it's namesake club. The first same-sex couple to be
introduced were Kurt Hummel and Blaine Anderson, the former of which had a tough time
accepting his life as a gay man out of the closet. Sometime later, Santana Lopez and Brittany
Pierce become the show's first lesbian couple.
The next lifestyle to be included in the show involved the character of Wade Adams, who performs
dressed as a woman instead of a man. When he is confronted about this by Kurt and Mercedes
Jones who are trying to help, he says that he identifies with being a woman more than he does
with being male. As a result of this, he consistently performs as Unique instead of Wade, which
causes some conflict, but mostly praise from his fellow Glee club members for not suppressing the
person that he is meant to be.
Possibly one of the most shocking story lines involved a young gay football player named Dave
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Karofsky, who struggled with his sexuality for the first few seasons in a similar fashion to Justin
Suarez from Ugly Betty. The result of this struggle turned almost fatal, when Karofsky as he is
better known, decides to commit suicide. In this instance, his father finds him in time, and
managed to save his life. After he recovered, he decides to embrace his sexuality and becomes a
better person because of his decision to do so.
NBC's new show Nashville had a small encounter between two men in it's nineteenth episode, but
it is currently unknown if the characters will ever progress into a full-fledged relationship storyline,
or if it was the result of a drunken encounter between two of the supporting characters.
On The Silver Screen Feature Films
The world of films has been no stranger to the subject of alternate lifestyles, but very few are
considered to be accurate representations, and some of them are played for comedic situations or
preservation such as the main characters in Some Like it Hot.
It is highly unlikely that the film Lesbian Vampire Killers would ever be treated as a representation
of lesbian couples, because it seems the only reason that lesbian characters were included is to
shock the viewer, and to provide satire intended towards the horror genre. The film stars James
Corden and Matthew Horden, two young British comedians made famous by the BBC Three sitcom
Gavin and Stacey. Whilst it does offer some interesting twists to the genre, it would not win any
awards for showing little or no preferential discrimination.

The narrative of a couple against the odds has been told many times, but in the film Brokeback
Mountain, the content is slightly different. Based on a short story by a French author named Annie
Proulx, it follows the journey of two cowboys in the American west who long to be with each
other, but because of the law and social stigma, they cannot. The film does not end on a happy
note, with one of the couple losing their life towards the end of one of the main events.
The film was widely regarded with success in many countries, but some such as China refuse to
show it within their cinemas because of the country's strict censorship, and when the film showed
on Italian television, some of the homosexual scenes were removed entirely. It has also been
banned from being shown in Iran, presumably because of their laws about the contact allowed
between members of the same sex.
One of the unfortunate truths about the film industry, and most of the heteronormal society as a
whole, is that we are more willing to accept lesbians and bisexual women more than homosexual
men. This was proven when film producers tried to find a buyer for 'I Love You Phillip Morris', a
semi biographical romantic comedy starring Jim Carrey and Ewan McGregor.
After an accident and realising his true sexuality, Carey's character Stephen Russell turns to a life
of crime to find his new found lifestyle. He is eventually arrested, and whilst in prison falls in love
with a young man named Phillip Morris, who is in prison for a small crime. The film explores their
relationship, and how they would do anything to be together.
The film was originally projected for release in 2009, but after several potential meetings and re-
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editing changes, it eventually came out in 2011, and received double it's budget in box-office
earnings. Because of the homoerotic nature of the film, there was little promotion regarding it's
eventual release in cinemas, or it's DVD equivalent.
Transvestites and transsexuals are represented in many ways in film, sometimes as a means to an
end, but upon occasion, there is one film that ensures the pre-established normality is broken.
Priscilla Queen of the Desert involves two gay men and a transsexual male as they travel across
Australia to perform a show dressed as women. They are met with strong prejudice and criticism
along their way, but they prove the strength of their convictions by never allowing the
homophobic masses to suppress how they feel, how they act and how they dress.
Although there are several theories to determine gender bias within the film industry, there are
very few that focus on the minority groups, instead choosing to focus on the heterosexual
majority. While some of the theories can be applied accordingly, there is nothing that has been
exclusively designed to analyse alternative media.
The Bechdel Test, also known as the Mo Movie Measure was devised from a comic named Dykes
to Watch Out For. In order for a piece of media to pass this test, these three criteria must be met.
1. A group scene with two or more women, that have been given names.
2. At some point, they must begin to talk to each other.
3. The conversation must be something other than about a member of the opposite sex.


The same theory could be reapplied to replace the participants of the group scene with two men
and two women, but if that occurred, then the theory would become about sexual bias instead of
gender bias, which would work in this case. This kind of subverting the trope can be effective, if
there is substantial evidence to validate the information.
Reactions to Inclusion
In Contempt of Court Bully
In the United States, several people have lobbied against the inclusion of alternative lifestyles
within video games. Although not solely antagonistic toward them, a defence attorney by the
name of Jack Thompson instigated many lawsuits against publishers and developers.
On most occasions, it was due to the inclusion of the content, and on several occasions, he
attempted to get the games banned outright. In the autumn of 2006, the video game Bully was
released for the Playstation 2. A few weeks prior to the games release, Thompson stated to the
developer that the game would not receive a T rating because of its content, in which the
protagonist Jimmy Hopkins is able to kiss a student of the same gender. However, a statement
from the Entertainment Software Ratings Board (ESRB) disproved his slanderous comment,
because they considered it to not be inappropriate for the target audience.
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The game also received a re-release two years later with expanded content, with the subtitle
Scholarship Edition. No controversy was raised with this edition of the game, unlike its unfairly
judged predecessor.
The Option of Free Choice Fable, Mass Effect and Dragon Age
Open world role-playing games have opened the floodgates for players to create fully customised
characters that can grow in strength, travel across amazing landscapes and commune with
characters that they would never encounter in real life. The vast majority of them have also
allowed the player to choose their sexual preference within the game, instead of it being
predetermined by a concrete back-story and character traits that cannot be redefined.
One of the first mainstream games to include this feature was Fable, released in 2003 for the
Xbox, and then expanded into Fable The Lost Chapters two years later, with a port also released
for PC. Within the game, it is possible to marry both men and women, and it is also possible to
perform intercourse with other non-playable characters. The scenes in which these acts occur are
not visible, so it is left to the imagination of the player to visualise what is happening. The same
mechanic is also implemented in Fable II and Fable III, with both games adding new functions and
slight changes in how the lifestyle system works.
Bioware have been a pioneer in introducing the choice of sexuality into mainstream video games,
with their franchises such as Mass Effect and Dragon Age both giving the player the option to
experiment with different characters. While some of the characters may not be strictly human, the
freedom of expression offered to the player gives them the option to truly make the character
their own, if they desire to go down an alternative path.
Unfortunately however, this move was met with cynicism and unrest amongst several players that
identified themselves as Straight Male Gamers.
In response to one particular attack on the developers official forum, David Galder, one of the
companys official writers posted a response to the user in question.
Within this reply, David finished with this paragraph,
Romances are never one-size-fits-all, and even for those who don't mind the sexuality issue there's
no guarantee they'll find a character they even want to romance. That's why romances are
optional content. It's such a personal issue that we'll never be able to please everyone. The very
best we can do is give everyone a little bit of choice, and that's what we tried here. David Galder
Video Game Writer Bioware.
Just as there were many gamers who were against Bioware's decisions, there were plenty more
who felt that the inclusion was positive, and regardless of how well it is implemented, they were
happy for the option to be included in future titles.
One of the few reasons why some players chose to boycott the gay options in Mass Effect 3 was
that the option to be homosexual was only included within the third installment of the series.
Compared to Dragon Age and Fable that have the option from the beginning, they argued that the
inclusion subverted the construction of the 'Straight' Shepherd they had known since the first
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game was released back in 2007.
The Option of Free Choice Fallout, Elder Scrolls & Other RPG's
Just as Bioware and Lionhead Studios offered some freedoms to those of alternate lifestyles,
Obsidian Software included the same capabilities for the player's characters within their games. In
fact, Obsidian were the first developer to include the same-sex marriage option in a video game
with Fallout 2, released in 1998. The only negative consequence of this action is that the relatives
of your new husband or wife will not treat you with respect, because they assume you have
corrupted their family member.
Although absent for the most part in the first four parts of the series, the fifth entry in the Elder
Scrolls series opened the playing field up for all kinds of possibilities regarding coupling. Skyrim
allowed many of the NPC's to be romanced, and it is possible to marry them if their relationship
becomes high enough. One benefits of this approach is the fact that no character you encounter
has any prejudice against any gender or character race.
Bioware's Jade Empire allowed for a small section at the end of the game where it was possible to
have alternative interactions with members of the same sex. Because of interference from the
publisher, any same-sex interaction was visually hidden and replaced with a black screen, similar
to the interactions that are possible in Fable. Kingdoms of Amalur was very different to most
games, allowing no romance options for gay males, nor straight women.
The Option of Free Choice The Sims
When Will Wright first developed The Sims back in the late nineties, he couldn't have predicted
that it would become one of the most popular franchises of all time. The original PC game has now
become the best-selling PC game series of all time, selling over 13 million copies since it's release.
The community for the game is one of the biggest in the world, with millions of people creating
and sharing their homes and customised Sim characters every single day. With all this money and
popularity behind them, you would believe that they would be able to offer their audience the
right to choose their characters sexual orientation. As luck would have it, they did offer this choice,
but as with the law in real life, it took several revisions to reach true equality.
The original Sims was released in the year 2000, and with it's seven expansion packs fans could do
all kinds of activities, except for marrying members of the same sex. Two men can fall in love with
each other in-game, but official marriage was not an option. The sequel improved the situation in
2004 but still did not allow for true marriage between gay men and women, instead opting for a
joining ceremony akin to civil partnership, although they still go out on dates and be engaged like
their heterosexual counterparts.
The barrier was finally lifted in The Sims 3, and it's spin off series The Sims Medieval. For the first
time in a Sims game, any Sim character could be married to another, provided their relationship
was at a high enough level. The restrictions that been put in place regarding inheritance and
parentage of adopted children were also lifted, meaning that in this case, the video game world
has superseded real life in terms of acceptance of alternate lifestyles, both sexual and platonic.
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Conclusion
As shown in this report, alternative sexual lifestyles have been around for many years, but as time
goes on, and people become more adventurous with their representation, the invisible barrier
that prevents the full freedom of expression is slowly being lifted. One of the noticeable trends is
that there is very little content regarding alternate lifestyles within games intended for children or
younger teenagers. Even with games like Earthbound, the reference is very subtle and if you are
not looking for it, it is possible to miss it entirely.
The majority of games with gay, lesbian and trans gender characters include them to shock their
target audience, or to create conflict without the use of traditional methods of heterosexual
conflict, which can be considered too safe. For example, the inclusion of Ash in Bare Knuckle 3 was
designed to represent some aspect of the community, but the majority of the western market
found the character too offensive to be included at that moment in time. The stereotype of the
sexual predator attributed to alternate lifestyles was also portrayed within The Beast Within A
Gabriel Knight Mystery and Dracula Unleashed, with both characters being portrayed as either
major antagonists or helpers with an alternate motive.
The cultural differences between the game developers are also apparent, with many western
developers such as Rockstar and Naughty Dog choosing to portray the white Caucasian
heterosexual male, instead of deeper characters that may not be the most attractive or
immediately endearing to the player. If they did choose to include an alternative lifestyle, many of
the mainstream developers have relied on stereotypes, with only a select few choosing to portray
three dimensional characters, instead of two dimensional accessories.
Eastern developers such as Atlus and Konami have proven that they are more daring when it
comes to including characters of alternate lifestyles, with prime examples including Kanji Tatsumi
and Naoto Shirigane from Persona 4, some of the main characters in hack G.U., Vamp from Metal
Gear Solid 2 and Colonel Volgin from Metal Gear Solid 3. The exception to the cultural rule is
definitely established within the majority of modern open world adventures, with most offering a
unique experience for every player. The fact that they also allow the player to choose who they
fall in love with further enforces that freedom, and opens the way for acceptance of alternate
lifestyles within a mainstream fixed narrative.
As with many audio-visual mediums before them, video games have shown characters of all
shapes, sizes and nationalities. But one aspect of the characters that is less common, is the
inclusion of sexual preferences and lifestyles that differs from the nuclear family archetypes. While
the inclusions of different minded individuals are becoming more common, the balance of
preference representation is still highly in favour of the heterosexual population.
This is a predisposition that is slowly changing, but for the moment at least, it is clear that the
majority of the gaming world and their intended audience is still in development, in relation to
their acceptance to anything outside of the status quo.
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Featured Articles
E3 2014 Tomb Raider Two Sides Of The Same Croft
As E3 is slowly starting to lose its momentum, several new games have come out the
development studios for us to enjoy. For the majority of titles, we have seen only one or
possibly two from the same franchise, but it is rare to see two games appear that hold the
same lead character, but offer different experiences in either case.
This is the case for Eidoss leading lady Lara Croft. After being dragged kicking and screaming
across the Dragons Triangle last year, she is coming to terms with the psychological trauma
in Rise of the Tomb Raider, which was announced at Microsofts E3 media briefing. It will
likely appear on other consoles as well, but for the time being, it seems that Laras
counselling session will be strictly for Xbox owners.
As well as dealing with the harsh realities she has experienced, Lara will also be taking a leaf
from Indiana Jones book by avoiding the assassination attempts of a secret society, whilst
also uncovering the secrets of a Lost City. While it may stick to the same adventure movie
turned into a game formula that has been established and honed over many different
franchises, that doesnt mean that it wont add an entirely new spin to the proceedings.
While some people found the 2013 reboot of Tomb Raider to be unnecessarily gory and
over dramatic, this kind of violence had rarely been seen in a game of its kind before. So it
was refreshing and sometimes downright terrifying to see Lara wounded by a stray weapon,
or a naturally occurring sharp impalement. To see the main character go through this kind of
trauma made me feel like I was playing a major part in her story, rather than just pressing
buttons and making her leap across a chasm, or shimmy up a conveniently placed rope.
Although it wasnt featured in any of the conferences, a second Tomb Raider game was
announced shortly afterward. Lara Croft and the Temple of Osiris will focus on Laras
journey through the pyramids of Egypt as she teams up with not one, but three powerful
allies to help her save the world. As well as Carter Bell, another treasure hunter, she will also
be accompanied by Horus and Isis, two of the ancient Egyptian gods that have been
mysteriously resurrected.
This title is a direct sequel to Lara Croft and the Guardian of Light, which was released in
2008 to stand alongside the Legend trilogy that starred Ashes to Ashes star Keeley Hawes as
the first lady of gaming. Instead of being a 3D action adventure, Guardian of Light is set from
an isometric perspective, and used co-operative gameplay and twin stick manipulation as
the core mechanics. On paper, this feels like an expanded retread of the first adventure, but
hopefully it will expand the previously established mechanics, and add some bells and
whistles of its own.
2014 Portfolio
Robert Pritchard - BSC Hons Computer Gameplay Design and Production Page 36
This kind of downward view co-operative gameplay is a refreshing change from the single
player blockbuster action adventures we have come to enjoy. As well as firing your weapons
using the right analogue stick in any direction, you will require other players to be in certain
positions, or use certain switches to help you pass through a particular section. As well as
asking your real-life friends to help, you will likely be able to play online, as you could in the
original game. If you do not have anyone to play with, then the other characters will
hopefully be AI controlled, or maybe you can switch between them with the press of the
one of the face buttons.
Very little has been revealed about either game in terms of content, but if they are half as
good as Guardian of Light or Tomb Raider, then they will be almost definitely a day one
purchase. If there is any more information revealed about the game, you can be sure that
we will let you know. In the meantime, why not check out our reveal of Rise of the Tomb
Raider, or watch both of the trailers at the bottom of this paragraph. (YouTube links would
appear here on actual website.)
Thats all for now, let us know what you think of both games in the comments below.
What We Would Like To See In Persona 5
It all began with saving a town, after which you have foiled the plans of a killer named Joker.
You then braved the tower of Tartarus, and stopped the transmission of the Midnight
Channel. The locations and plotlines of the Persona series are both varied and sometimes
bizarre, but the addictive gameplay and strong characterisation of the cast have led us to
accept them as reality. This spin off from the Shin Megami Tensei franchise may not be as
recognised as Final Fantasy, but is slowly gaining popularity, even amongst people who have
never played an RPG.
With a range of successful games under their belt, as well as an array or remakes and
extended editions, the Persona franchise will be receiving a fifth main instalment. This is
technically the sixth game, but there were two games released under the Persona 2 title,
and they have both been confirmed as canon in the series mythology by the developer.
Although Persona 5 is going to be released in Japan in 2014, it will not receive a Western
release until next year at the earliest. While this is a disappointment, it is reassuring to know
that it will be localised, unlike many Japanese role-playing titles.
While all of us at VGU like different games for different reasons, I decided to ask three of
our writers who have played previous releases what they would like to see in Persona 5.
If anything I am just looking forward to what they do with the plot this time around. P2, P3
and P4 caught my attention in completely different ways and it was mainly how the plot
developed and how it was based. A school that gets infested with demons, a midnight hour
that causes the demon world to combine with the human world, a TV world that inhabits
demons and shadows. The fact that Atlus can take these ideas and make them really
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compelling just has me wondering what they can do next. That and also how the Personas
are going to be summoned this time around. We have had cards and guns, could we see
masks next? Dominic The Xploder Coles
What Im really looking forward to seeing in the new Persona game is just exactly what
themes will be explored. The Persona series has always been great when it comes to
developing characters and relationships while dealing with some pretty dark concepts, and
the new title seems no different. Im especially intrigued by the idea that it is intended for
those discontent with their lives. Combine this cryptic message with the striking red
promotional material, and this may point towards P5 being one of the darkest yet potentially
uplifting tales yet. Atlus are promising that players will be truly moved by this entry, and Im
excited to see how they deliver. Amy Conway
I look forward to the exploration of Freedom, Persona 5s main theme. Persona 3 focused
on death, or at least the end of cycles and possible new beginnings, whereas Persona 4 was
all about the nature of truth and how there are no easy answers in life. Like the younger fans
of the previous two games, Persona seems to be growing up by looking at the ties that bind
us and the shackles we all wear in everyday life just to get by. While I expect the usually
sunny sense of humour, I hope for a slight return of the darker nature of Persona 3 and The
Answer. On a lesser note, some sort of nod to S.E.E.S and The Investigation Team as some
sort of larger arc, as shown in the Arena titles, would really drag me in. Will Fidler
On top of what they would like to see, here is what I would add to the mix.
I would like to see dynamic social links that affect more than just the amount of experience
you receive when you create new Personas. If you make morally ambiguous choices, you
could receive certain bonuses or an inverted version of the arcana connected to the social
link. I would like to see more of a selection of social classes that are shown throughout the
game, with the possibility of entering into a same sex relationship available if the player
chooses to pursue it. This option has been included in several games by Bioware and
Electronic Arts, and while they were met with mixed reception, it was a step forward for
changing what is culturally acceptable in video games.
With several months to go until release, it is likely that we will receive titbits of information,
with a larger preview to be unveiled at the Tokyo Game Show later this year. Are you
excited to see what Persona 5 will bring to the franchise, and do you think that our ideas are
feasible? Let us know what you think in the comments below.

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Reviews
Donkey Kong Country Tropical Freeze Wii U
After the success of Donkey Kong Country Returns on the Wii and Nintendo 3DS, Nintendo
have once again asked Retro Studios to make an all new entry in the jungle based platform
adventure series. Deciding to take full advantage of their latest home console, Retro have
released Tropical Freeze, which adds all-new elements to the usual sunshine filled paradises,
snow and ice.
During the celebration of Donkey Kongs birthday, an evil tribe of Viking-like creatures
known as the Snomads take over Donkey Kong Island by freezing it with powerful magic and
throw DK and his family into the sky in the process. When they land, the Kongs are furious
at the invasion that has taken place, so they decide to challenge the Snomads, reverse their
freezing magic and retrieve their vast collection of bananas, as well as their home.
The general formula for the Donkey Kong Country series didnt need to be radically
redesigned, and Retro Studios have taken this into account with great respect for the
original concepts, and added a few tricks of their own. Each level is filled with collectables
that can be obtained, such as bananas, puzzle pieces that unlock hidden artwork, and the
KONG letters that reveal hidden levels. The well known mine cart levels and animal riding
levels have also returned, offering the same nail biting precision gameplay they have in the
past.
As well as collectables and runaway vehicles, there are also many ways to interact with the
environment using the various techniques DK has at his disposal. In one section, it is
possible to flip a trapdoor that leads to a secret passage, or ring a selection of bells that
reveal a group of bananas or unlock the path ahead. Returning from previous entries in the
series is the ability to purchase new items to help you along your way. The role of
shopkeeper is taken by Funky Kong, who can be found at a set location on each of the six
islands you visit along your journey.
One of the new features to be included in the game is the option to have another member
of the Kong family with you on your travels. You may choose from Diddy Kong, Dixie Kong or
for the first time in the series, Cranky Kong. Each character has their own unique abilities,
and each of the the companions can be controlled by another player. Diddy can use a barrel
shaped jetpack to hover, Dixie uses her hair to provide a vertical boost mid-jump, and
Cranky uses his cane as a pogo stick. These extra moves do make going through each of the
levels an easier task, almost akin to the Super Guide option found in many of Nintendos
recent titles.
You can choose not to use them if you wish, which gives experienced players the chance to
go it alone, and make the levels slightly harder to complete. All three characters give you
twice the amount of health you would normally have, a feature that proves very useful in
the harder levels of the game. All three companions are well implemented, but I tended to
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use Dixie over the other two, because the other two felt redundant after discovering her
ability. If you dont want to use the Wii U Gamepad, you may use the Wii Remote and
Nunchuk, or a Wii U Pro Controller. Both of these methods are just as efficient as the default
option, and they do not offer any benefits or additional features if you decide to choose an
alternative.
The soundtrack of Tropical Freeze uses the same type of fast paced jungle beats combined
with noises from the animal kingdom. It does not offer anything radically different from
previous games in the series, but the occasional remix of an old tune is always welcome,
along with the new tracks that have been composed. There are a few occasions where the
level does not match the theme of the music, but these are largely in the minority.
Following in the footsteps of many Wii U platformers before it, Tropical Freeze allows you to
play the game entirely on either the TV, or the Gamepad controller. Whether you decide to
play on the controller or the TV screen, the graphics are optimised for either scenario. If you
opt for the traditional TV set up, there is a wider colour range present, and the detail in both
the environments and the characters is wonderfully vivid.
Playing on the Gamepad does not offer the same level of resolution, but it does add a
vibrant sheen to the lower quality textures and an extra dose of anti-aliasing. This effect
makes choosing the Gamepad a valid option to consider, and not just a possible feature
implemented for the sake of inclusion. The only slight drawback to this feature is the fact
that when one screen is being used, the other screen remains completely blank.
Whether it was a technical issue that forced them to not use the second screen, or if they
decided that it wasnt necessary to waste graphical resources on a blank status screen, the
reason for this omission is currently unknown. While it does not impair the game, it would
have been nice to see how many collectables I had without needing to pause the game. The
only other concern was that some of the boss stages at the end of each world felt simple to
complete. Compared to the levels I had come through, the battle to defeat the worlds
enemy did not feel as much of a challenge.
Overall, Tropical Freeze is a great addition to the Donkey Kong Country franchise, keeping
the same level of visual quality and progressively difficult level design that has become a
common feature in the series. While there are some issues with the difficulty of the boss
characters, a few misplaced soundtrack elements, and the lack of features for the second
screen, they are not enough to take away from one of the best platformers to be released
for the Wii U.
POSITIVES
Companion system works well.
Difficulty consistent with series reputation.
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Ability to play on Gamepad or TV.
Wide variety of controller options.
NEGATIVES
Other screen is not used in either display mode.
Boss battles are sometimes too easy.
TOTAL SCORE
9.0


BOTTOM LINE

A brilliant banana rescuing platformer that deserves pride of place in any Nintendo's fan's
collection. Highly recommended.

Freedom Planet PC

If you didnt fund the project on KickStarter, Freedom Planet is a nostalgia
inspired throwback to the mascot platformers that filled the video game market in the
1990s. It follows the adventures of three young freedom fighters who are attempting to
bring peace to their shattered home world that has been taken over by a ruthless alien
overlord. The group is led by Lilac, a justice driven dragon who uses her whip-like hair and
cyclone based abilities to defeat her foes. Joining her for the adventure are Carol, a spunky
wildcat that can summon a gravity defying motorcycle, and use her fighting abilities to
defend her friends. Rounding off the playable roster is Milla, a nave dog like character who
can dig her way out of any situation, and use her ears to float around in the air.
Each character has twelve levels that they can go through, each with multiple paths to
complete them, and unique gimmicks that can only be activated by a certain individual.
There are two ways to play the main game. There is the Adventure Mode, in which you get
story based sequences in between the action based levels. If you are not a fan of animated
cut scenes and want the true 16 bit experience, then you can choose to play the Classic
Mode, which will omit them altogether. It is currently not possible to use Milla in the
Adventure Mode at present, but this will be included in a future DLC update, which Galaxy
Trail have confirmed will be completely free.
The areas that you travel through borrow from familiar themes, such as the ice world,
casinos and hidden temples in the middle of the woods. As well as the gimmicks I
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mentioned earlier, each level has specific items, puzzles and mechanics that can only be
found in a specific location, such as ramp based bridges to ride across, and weighted blocks
or key cards that can used to open the path to the next part of the stage. These broke up
the action quite nicely, allowing the high speed sections to be exhilarating, rather than a
constant feature that could easily become a tiring chore. As well as the standard attacks for
each character, several pickups are scattered throughout the worlds, such as shields that
defend against certain threats, tokens that increase your life count, and sparkling crystals
that will give you temporary invincibility. These power ups have been seen many times
before in different forms, but this is by no means a criticism. In fact they have become a
staple of the genre, so it would be unusual for them to be absent from the proceedings. It
would have been nice to see a few variations on the types of items you can collect, but this
is only a minor chink in the armour.
If you are looking for game that offer you a challenge, then Freedom Planet offers this to its
audience in spades. The first level deceives you into thinking that this is not the case, with a
fairly simple boss to complete the proceedings. Once you have passed the initial area, the
game ramps up the difficulty level, with some bosses requiring several lives before I could
complete them. There is the option to reduce the difficulty in the main menu, but no matter
which you decide to undertake, no player will miss out on what Freedom Planet has to offer.
A consequence of changing the difficulty is that some attacks and weaknesses are limited or
removed on the higher settings.
The only complaint I would have to make is that the game offers unlimited continues. While
I can understand the reasoning behind this choice, it doesnt keep with the feel of the
generation it is trying to emulate, where you sometimes had to complete entire sections of
the game to reach the point of the game where you achieved a game over scenario. If you
were expecting a chip tune style soundtrack to accompany this game, then you will not be
disappointed. Freedom Planet stays true to its intended roots and offers a range of different
styles such as fast paced action tunes, slower beats for the dramatic moments and the
obligatory celebration jingle at the end of each level. There are a few blips on the radar with
regard to each area but generally, they feel appropriate for the situation they are in. A
minor problem with the audio is that the volume can change considerably without warning,
with some of the more important tracks being a lot quieter than I expected, particularly the
stage clear tune.
Overall, Freedom Planet is the game that fans of 16 bit action have been waiting for. With
three playable characters to choose from, as well as a varied and interesting soundtrack,
this is a game that you will be returning to time and again, and not just because you lost
your last life on one of the numerous boss battles. It does have some faults, but whether
you are an older gamer looking to revisit your past, or a newer gamer that wants to take a
psychedelic history lesson, then Freedom Planet is your ticket to retro themed paradise.
POSITIVES
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Sleek retro styled graphics.
Multiple unique gameplay styles.
A firm but fair difficulty factor.
NEGATIVES
Unlimited continues.
The audio volume can sometimes be inconsistent.
TOTAL SCORE
9.0


BOTTOM LINE

A platformer that offers an equal experience for both classic and modern players, but
doesn't step away from what makes a mascot platformer stand out from the crowd.

The Golf Club Early Access PC
Golf is a sport that has been relatively underplayed in the games industry this generation,
with the only mainstream releases coming in the form of the PGA Tours annual release. This
has now been altered with the release The Golf Club, a golf game that is heavily focused on
creating your own content, as well as using reproductions of some of the worlds most
popular courses and equipment.
Graphically speaking, the game is quite simply stunning. The photo-realistic nature of sport
titles has always been a vital component, and The Golf Club doesnt disappoint, from the
lush green fairways on the floor of each hole, to the vivid reflections on the waters surface
and the clothes that cover your characters avatar. Speaking of the golfers themselves, the
animations for their swing and general movements look very smooth, with only the odd
hiccup occurring during some of the more intensive shots.
The game modes included with The Golf Club are fairly typical, with tournament and stroke
play being some of the honourable mentions. There are training options and match play
options available as well, plus a host of ways to customise your character, balls and clubs.
you can play through the pre-designed tours set up by the developers, or generate your own
rules for your own personal touch They can all be played both online and local multiplayer,
so you will always have fresh competition aside from the built in AI.There arent many music
tracks and sound effects included with the game, but the few are used appropriately, so
they dont outstay their welcome. This is a good way to go, as some sport simulators feel
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the need to overload their games with constant music, distracting from the content of the
game itself.
The course creator is one of The Golf Clubs biggest focus points, and for the most part, it
feels very intuitive. The game takes you to a vast forest area, and you are able to literally
carve a new hole wherever you choose, as long as it doesnt cross any that you have made
before. When you have chosen the length of each hole, you can alter every aspect of it such
as height and rotation with customisable templates. This means that you can create a 50ft
bunker, and an entire hole covered in water with rabbits around the side if you choose.
While it would be nice to make your own shapes, it wasnt enough of a problem for me to
feel restricted, and to create a course fit for the Masters.If you would prefer not to
customise your own round, but you would like a whole new experience to play through,
then you can generate a unique full eighteen hole course in a matter of moments. This is
similar to how the battlegrounds are generated in the Worms series. These courses can be
saved to replay at any time, and it will probably be possible share them in the future
revisions of the game.
With both the keyboard and controller schemes, I felt that it was incredibly easy to play
through the game. There are a range of different control styles for taking each shot, with
some catering for the beginners and others for the more advanced players on the course.
Each style a learning curve all its own, so even if you are master using the keyboard, the
controller will prove to be another challenge to overcome. I had worried that designing my
own course would prove difficult with the controller, but to my pleasant surprise, both
control schemes were well suited to the task and I preferred it to the keyboard option.
Sadly, The Golf Club comes across some major hazards along its journey. If you are a fan of
the sport, then The Golf Club will definitely be for you, as it mimics the sport perfectly, but
there is rarely any alleviation of its serious nature, so many casual gamers and non-
professionals may feel as if they are slightly out of place. The graphics are well
implemented, but only gamers with the latest graphics cards will be able to play, because
the game requires DirectX 11 hardware and will not accept any substitutes. Anyone that has
bought a computer in the last eighteen months should be fine, but otherwise you will need
to invest in some new equipment before you can make the first swing.
Being an Early Access product, there is still a chance that a lot of things will be altered
before the final version of The Golf Club. But if things stay as they are, then HB Studios have
created a visually appealing and fun to play golf simulator that will bring a whole new
audience to the digital fairways. Does it get a hole in one? Not quite because of the high
system requirements, but it is still a pretty close second.
POSITIVES
Some of the best graphics in a golf game.
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Offers many unique control options.
Course generator keeps things fresh.
NEGATIVES
Requires DirectX 11.
System specs are a little high.
Serious nature may put off some players

TOTAL SCORE
8.0

BOTTOM LINE

The Golf Club is a solid sport simulator with strong graphics and plenty of customisation to
keep you coming back for more.

-

If you would like to see more reviews by Robert, please visit
http://www.videogamesuncovered.com

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