Wednesday, 22 May 2013

Naruto: Ultimate Ninja Storm 3 Review

In this post I plan to analyse and review the game "Naruto: Ultimate Ninja Storm 3" (or NUNS3 for short) and hopefully be able to give a legitimately unbiased opinion and rating, trying my best to cover each point I make with facts. The main review I plan to record on video however I would also like to note down a few of the points I have decided on already...




The Good

  • Immersive Atmosphere
  • Beautiful Visuals
  • Amazing Cinematics
  • Fluid Combat
  • Somewhat Faithful to the Manga
  • Well Done QTE's
  • Easy to Pick Up
  • Knows its Audience

The Bad

  • Repetitive
  • Slow Loading Times
  • Lack of In-depth Combo System
  • Online Exploits (?)

What Improvements Could Be Made

  • On Disc/Downloadable Content
  • Online Penalties


The Verdict


SSSGGGGGGOOOOOOOOOOOOOODD!!

Crit 4: Be able to develop responses to media products

Genre

In the Games Industry, over the years genres have been modified for games to help broaden target audiences and attract new customers to different franchises. As gaming has evolved so too have the elements we can come expect from them, an example of what I mean would be: how this generation's sport games like Fifa are starting to introduce RPG elements where players can improve their characters or teams. Another example could like how Adventure games like the Legend of Zelda incorporate Action, RPG and Puzzle genres into them allowing for quite a versatile experience.

The latest Grand Theft Auto (or GTA) games have all come under the free roam and shoot 'em up genre. Games like GTA are generally known as Open world/ Sandbox games because they allow the player the freedom to roam wherever they please within the boarders.

Ninja Gaiden is considered to be a very challenging and fast paced hack 'n' slash game (possibly one of the most difficult of its genre). The later generation Ninja Gaiden's narrative varies quite differently from its predeccessing games on the SNES console.


Semiotics

Semiotics is the study of signs and the meaning behind them. Below are examples of how different signs can be perceived in multiple ways. These images are named signifiers as they convey meaning to a reader.

This image depicts a single red rose; a flower that is renown worldwide as a symbol of romance and passion, in relation to its crimson red petals. Pink representing gratitude and dark crimson would convey the mourning of the dead. This association is an example of connotation (an aspect of semiotics) because a rose is initially just a plant however people give further meaning to its existence. 

Oppose to the rose above, this image holds meaning in multiple colours together. The alignment of colours in this image depicts a rainbow; an arch of colours formed in the sky by refracted sun light, usually during rainfall. This is the textbook definition of a rainbow (otherwise known as a denotation) however these colours are used to signify many different things. A recent one being the Gay Pride parade on June 8th, where flags were rose with these colours to represent: Life (red), Healing (orange), Sunlight (yellow), Nature (green), Serenity (indigo), Spirit (violet).

The literal meaning of this image is that it is an upward facing hand, extending its index and middle fingers while tucking the others. This hand gesture however is more iconic with the meaning of peace and/ or victory (with the exception of a few cultures that deem it disrespectful). During the years surrounding World War II, this gesture became the signifier of victory against a enemy forces, and in later years contrasted greatly as a symbol to represent peace between men (and women).   

This is a promotional poster for the game Alan Wake. Although I personally haven't played Alan Wake, I can tell from this image what the game is meant to feel like. This poster alone conveys the feeling of isolation and mystery; a lone man wandering through a cold and dark forest. The silhouettes being the focus in this poster tell me this, I can also gather from the interesting font choice that the character you play as probably relies heavily on his flashlight to travel around, as the world is dark and the light is his only solace. 

Lego Indiana Jones: The Original Adventures. As the name states this is a game meant to set a sense of adventure into the player as he explores the world, besides the name I can assume this because of the sepia toned world map in the background. I believe this map is an indication of the travelling and exploration the player will soon enjoy. To go a bit more in-depth I believe the sepia tone was used on purpose as a means of conveying age and history to the reader (as in Indiana Jones, he's an archaeologist that explores ancient ruins and civilizations). On top of everything else, the Lego avatar representing Indiana Jones is in the center of the poster as a focus point, fortifying the sense of adventure (his outfit, satchel and whip).   

Denotation of this image is that it displays an arm reaching downward to a larger hard hand also reaching out. From what I can tell (as Bioshock is another game I haven't played), these arms are reaching out to help one another, the lower one having a dark/mysterious background (possibly evil) and the above hand attempting to help by pulling the other out of the darkness that envelops it. In-between both hands is what appears to be a clock, clocks literally representing time but perhaps metaphorically representing death or eternity (hinting at the player's experience being a race against the clock?).



Narrative

The game cutscene I am going to use as an example of narrative will be one from the original Xbox, it is entitled Ninja Gaiden Black and this cutscene concludes the second chapter of the game. Personally I believe that the purpose of this scene is to be enigmatic as the entirety of it is filled with suspense.



The moment this scene starts Ryu is walking through a burning building, when suddenly the camera cuts to an unknown female being threatened by an large shadowy figure, already these two characters leave the gamer to question their identity and how do they fit into this game's plot. Sensing an omnious presence, Ryu rushes to this female's aide, only to realise that he is too late. As

Whilst first watching this scene I felt so anxious because this scene is suspenseful as it starts

Is this a whole narrative, a section or an enigma?
If you are looking at a section of a narrative, what function does this section have for the narrative?

Who/what are the main narrative agents for this text? How do we know?

Does it conform to a formula?

Once you have identified the form of the narrative, you might want to look at the structure in more detail. You might consider the following questions and ask yourself why the narrative is structured in this way.

Is it linear or is the narrative being presented in some other way, such as flashbacks, flash forwards or episodically?
Is it being presented in segments, separated by changes in location or time?

Is it being broken up or linked by graphics, say?
Is there a single narrative (even if different aspects are being shown) or are multiple narratives being used?

Is a clear narrative context being established? Many documentaries use a voice of God voiceover to structure the documentary, for example, defining the text’s ideology by giving this perspective on the action being presented.

Are there clear character roles and functions being established such as the hero or the villain?





In what ways is the narrative constructing the ideology of the text?


Is this overt, as in many adverts or covert, as in an action/adventure movie?

Crit 3: Understand how media audiences respond to media products

Effects Theory

The effects theory is basically the idea that the media can have a strong influence on the audience's behaviour, changing viewer opinions and drastically altering an audience's perception of the world. Even gatekeeping or framing to mold their story.

This is quite simple for whomever controls said media because they have full control over what they want to show, meaning if they want to portray a: celebrity, game, world event, etc. in a certain way then they can withhold certain aspects of the story (gatekeeping). An example of this that I have personally had to face is when I was in year 9 of high school.

In year 9, me and a handful of friends were chosen to represent our school in the RECLAIM project; this was a project to help shape young black males into respectful role models and to break the stereotype that all black boys from the ghetto are violent thugs. This was a really helpful project for me and my friends taking into consideration all the peer pressure we had at the time and surely it changed us for the better. RECLAIM started getting recognition due to friends and family spreading the word and eventually our team leaders wanted to get the message out to the nation via newspaper, so after a few meetings etc. The Sun newspaper had eventually agreed to listen to our story (this is where the story ties in with the gatekeeping), however they had no interest in "positive young black males" and only wanted to continue writing about "violent black thugs"; portraying only one side of the tale and fortifying the stereotype that black youths won't try to achieve anything in life. This I found to be very saddening considering all the hard work we as a team had put into showing what we can achieve rather than focusing on what the minority ruin.

In the end, The Sun still didn't want our story and moved on to another group of black youths that didn't mind a negative portrayal, but fortunately for us The Guardian newspaper did care and still allowed us to get our message out to the rest of Manchester.





Uses and Gratifications


Diversion
is to use different forms of media to escape from reality it's everyday problems. An example of diversion could be how millions of people worldwide play games like World of Warcraft which have their whole virtual world for people to escape to.

Personal Relationships is to use the media for an emotional and other interactions, such as substituting soap operas for family life or developing a relationship on a dating site.

Personal Identity is where one might mold themselves under the influence of certain characters in the media (fictional or not) and they view them as idols or role models.

Surveillance is essentially information gathering via methods like using the internet, reading magazines and new papers, watching the news. Surveillance is generally used to satisfy curiosity and interest, it's also for seeking and learning about recent events.

These can be broken even further to:

  • Personal Identity
  • Finding reinforcement for personal value
  • Finding models of behaviour
  • Identifying with celebrities
  • Gaining insight into oneself

Integration and social interaction can be used for gaining insight into the circumstances of others, identifying with other people for a sense of worth or belonging, finding a basis for conversation ans social interaction, substituting real life relationships, carrying out social roles and enabling one to connect with friends, family and society.

Here are a few example of my personal experience that involve: Diversion, Personal Relationships/ Identity and Surveillance:

My most adamant use of diversion through media would be watching anime. On a regular basis I probably watch around 4 - 7 hours of anime daily and sometimes even more dependent on if I have a responsibilities or plans concerning that day. The anime I watch are usually set in Japan (somewhere I wish to live for a few years in the future) and so I believe that alone is away of me trying to break free of the reality that I don't live in Japan. Constantly throughout each day I have hundreds of randomly thought up scenes that run through my head (consisting of both fictional and non-fictional characters/people) and the anime I watch I believe attributes towards these images and so even when I'm not actually watching anime I am still able to escape to my imagination.

Son Goku, a hero amongst heroes


My personal relationships are usually made in person however I do have a mobile phone (like most people) and occasionally I may receive and send a text or two, sometimes several dependent on whom I'm interacting with. To be honest though I am a much bigger fan of using Facebook as a means of communicating with people (it is a social site afterall), mostly because I spend most of my free time in my room (watching anime - hah hah) as well the fact that I can type way more comfortably using my computer keyboard rather than my mobile's keyboard.

Nokia E7, this is the same model I own


Different aspects of my personality I admit have been influenced by characters in different medias such as game, film and anime characters. Characters that appear in films are usually meant to portray positive qualities (unless they are villains or evidently flawed characters) that we as an audience would like to portray ourselves. An example of how a character from the media has influenced me would be the protagonist from the movie 'Undercover Brother' (played by Eddie Griffin); the Undercover Brother was a vigilante of the 70's that was righteous and proud man, he lived by the philosophy that his father taught him which was to always stay true to himself. To this day I can say I still feel somewhat moved when watching Undercover Brother (even though it was a comedy and it's deep moments are pretty cheesy) and ever since I watch that film I have also sported the Afro hairstyle to which I am incredibly proud of.

Eddie Griffin as the 'Undercover Brother'


I generally use the internet as a means of surveillance and information gathering as it is almost always available to me at my home and I can freely search for the information or form of media I am looking for. The most notable sites I have used for surveillance would have to be both Google which I use for any kind of search as it is my most favoured and powerful search engine and Youtube which I use specifically for videos because out of all the video hosting sites I have come across Youtube is the most trustworthy and reliable.


Google Search of the 'UK floods'

Highlight from a One Piece episode


Reception Theory

Basically it is how different individuals interpret different media products, one person's understanding or reading will likely be different from another person's regardless of how similar the individuals may be. Reception theory is based on the notion that no media text has one single meaning; as I've mentioned it suggests we all create our own meanings for a text.

David Morley has studied the 'politics of the living room' - the idea that the media is just part of all the different things that may going on in your home. In a typical family household these can sometimes be the root of conflict.

Reading can be categorised into three types:

Dominant (or hegemonic) reading - the reader shares the programmes code (it's meaning system of values, attitudes, beliefs and assumptions) and accepts the preferred reading.

Negotiated reading - the reader partly shares the programmes code but modifies it in a way that reflects their own position and beliefs

Oppositional reading - the reader does not share the programmes code and rejects the preferred reading, bringing to bear an alternative frame of interpretation (e.g. a feminist reading of a 'lads' magazine).



An example of a dominant reading of mine would be for the cartoon 'The Boondocks', this cartoon is based on two young boys,the grandfather raising them and how they get themselves into the craiziest situations. The main character Huey Freeman (based on Huey P. Newton) is a radical and borderline militant character, he is politically aware and keeps up with most current events or affairs, has very strong beliefs and is very wise for his age. Due to all of these reasons Huey always finds himself involved in various politcal disputes. The reason this show is an example for one of my dominant readings is because it often recreates events that have or may occur in real life, usually exaggerating or making fun so the stupidity and ignorance that breeds these situations become evident. The Boondocks is a black dominated show meaning a lot of the focus is on black culture, humour or stereotypes these are all topics I can relate to and so when certain incidents are brought to light via The Boondocks I usually agree with the message they're portraying.

Crit 2: Understand how media producers create products for specific audiences

Group review of a review:

Casey White
Paris Roberts
Kyle Mallard
Dane Coleman


The reviewer of IGN that reviewed the game, Tomb Raider goes into a lot of detail about the games maturity levels and the release date of the games on all platforms and the release date for different countries.

The reviewer also granted the viewer a lot of insight onto the gameplay of the game and went into a lot of detail about the character development aspects, the reviewer also mentions that the game revolves around Lara Croft and her adaption to a dangerous environment. She later says that other characters that Lara encounters throughout the game have 2D personalities in comparison but says that this doesn't affect the game as Lara is thoroughly interesting.

One of the criticisms that the reviewer made about the game is that they make Lara seem weak and new to the gruesome world around her and her first kill of the game has this emotional depth to it but she mentions that this is jarring when five minutes later, Lara is picking up weapons and killing lots of NPC's.
"From scared survivor forced to take a life, to head shot happy killer."
This can show that gameplay and story can interrupt each other if not done correctly. A good example of when story and gameplay are synergised is the title Heavy Rain as it acts more as an interactive story than a game. Many other games that try to have a emotional attachment to the player have to make sure that it works around the gameplay. For instance, Tomb Raider could have had Lara avoid and using stealth to avoid enemies rather than blasting them with a shotgun to keep the atmosphere of the game.

The reviewer was very biased when it come down to the multiplayer, she didn't look for any pros in it, she only focused on the few cons simply because she thinks that Tomb Raider shouldn't be a multiplayer game. As a group we discussed that the multiplayer isn't a main element of the game and she used it as a major criticism throughout the review, she also lowered the game's rating because it which shouldn't be done because it's simply been put in the game for a small side project, not only for the player but for the developers of the game to see if players genuinely enjoy it. She does explain the objective of the multipayer however and mentions that the multiplayer may just die off in a couple of months after release.

The reviwerer expresses her opinion of the main gameplay well, she uses a lot of enthusiasim when talking about key points such as, the fighting system, the difficulty and the controls of the game. She states that all aspects of the gameplay are up to date, very smooth and are easy to grasp to jump right in and play the game. She then moves on the say how much she has enjoyed playing the game and why. The reasons why she enjoyed playing the game is because of the graphics used really set the scene for the game, the character Lara Croft's emotions in the game and the way she matures intrests you as a player. She says that not only the story and the charcaters are interesting and that the game its self is fun to play because of its action packed features and she also thinks that the developers have finally nailed the combat system in a Tomb Raider, but crutially there isn't too much of it like in most games of today. She then goes on to explain that the exploration it's self in this game is throughly entertaning because although the character moves naturally and confidantly but it still feels excitingly dangerous. The reviewer states the puzzles used in the game are hidden but when found, they're not too easy nor too difficult, they still give you a feeling of acomplishment.

The reviewer comments on how immersive the world is, saying the detail of the island makes you feel like an explorer. Using these sorts of comparisons allows the player to understand what they are getting into when purchasing the game. She also explains that the world is intelligently design and not as linear as other titles on the market "going far beyond the average action-adventure title".

As a reviewer, I feel she touched on each point very well and gave suitable examples of each point showing gameplay and cutscenes throughout, however, I do feel she was too critical of the multiplayer aspect of the game as it seemed she was being stubborn and unjest.

The Reviewer: 9/10


Compare Two Games:

Soul Calibur III

Arcade style fighting game with: Quick Play mode and Mission mode

Unique to other fighters due to use, variety of weapons and styles

In-depth Character Creation and Chronicles of the Sword mode made specifically for it.

Loyal to fanbase: Tales of Souls mode where the game original characters battle one another each following their own path marked out on the map.

Vs. modes for multiplayer battles






Fallout 3


Open world RPG with influential actions and choices

Unlike many other RPGs you have almost complete freedom
Simple but rewarding levelling system

Several firearms and melee weapons for combat, each type's usefulness being dependant on the player and situation

VAT mode and Karma system

Emersive atmoshpere and in-depth storyline with additional storylines added through DLC





It may seem quite strange that I chose two entirely different games to compare for this unit however I believe the fact that Soul Calibur III and Fallout 3 are so different allows me to identify the vital differences and how they work in favour (or not) for them.



Soul Calibur III in comparison to Fallout 3 is an incredibly linear game, however following in the steps of its predacessors as an arcade game this is what the fans should expect and be pleased with. When you purchase one of the Soul Calibur installments sure you want to have some freedom and read into the story of each character somewhat but more than anything you just want to play the game, which is a side-scroll arcade fighter where you and your opponent trapped in an epic battle to the death and victory is determined by who's the best, having to rely on quick reflexes, memorable button sequences for combo's and strategy for each new opponent that awaits. One of Soul Calibur's strengths is how little time it takes to get to the core of the game, unlike game's like Fallout 3 there aren't many if at all lengthy cutscenes and dialogue stalling you from the action; Soul Calibur's mode select is simple and to the point:

Quick Play - Immediately throwing the player into battle using the game's original characters.

Tales of Souls - A shallow but intriguing mode that allows each of the original characters to travel across the world (depicted by a map in the background) from point A to point B etc. whilst unlocking new weapons and gaining insight into each indiviual character.

 Mission Mode - Despite the name this is a less serious mode with each battle incorporating a different gimmick, for example: Coin Battles or Don't Touch The Floor.

If any of the modes in this game contradict what I said earlier about being simple and somewhat shallow then it would have to be the Chronicles of the Sword mode which has its own story independent of the rest of the game an takes advantage of the (at the time) newly implemented character creation feature in the game. In this mode the player has to create a character from scratch using minimal amount of customizations and disciplines (fighting styles) then being thrown into a battlefield that utilises it's own real time strategy system where the player must make choices and strategize how the will advance on the map and take down enemy strongholds. This mode seems stranged and a bit jarring at first glance but soon throws the player back into action when both allied and the enemy units clash (once battling in the arcade fighting style for that battle and then returning back to the map).





One of this game's vital differences when compared to Fallout 3 is in its visual prowess; Soul Calibur 3 adapts an anime like art style in both its character models and concept art whilst ever so slightly implementing realistic physiques and facial features, allowing for contrast between different characters (especially older to younger and male to female).



Soul Calibur's art style has always been a personal favourite of mine and has vastly improved with each game (Soul Calibur IV's being the best).

In Contrast to Soul Calibur's vibrant and surreal art style, Fallout 3 boasts really dull and almost lifeless imagery. The visual style and character designs are based on realistic body and face proportions however to tie in with the storyline (the setting being a post-apocolyptic America), characters are gaunt and look like they're ill and starved, some even having dirt on the face and/or clothing.



Soul Calibur and Fallout demand very different audiences, Soul Calibur gathering more customers that're concerned with fantasy and swordfighting whereas Fallout calls for customers that usually enjoy FPS and/ or RPGs as Fallout is a mix of both genre. The consumers for Fallout I imagine like an experience that is laidback but has a lot to offer, by this I mean they can take the game at any pace they choose but there is many locations to visit and secrets to find. Soul Calibur on the other hand I would argue is very competitive and challenging as battles are quick paced and rely on fast reflexes, as one wrong move could decide an entire battle.



As you can tell by now the general tone of Soul Calibur III and Fallout 3 differ greatly, Soul Calibur being very upbeat and lively and dramatic and Fallout being very dull but mysterious. The same applies to the musical themes for both games too.


Above is the opening video's soundtrack for Soul Calibur III, mixing a variety of instruments and constantly building tension as the theme plays on. This soundtrack instantly immerses the player into Soul Calibur's universe and gives an impression of the calamity that will soon and ensue. The climax sounding the inevitable battle with evil.


Another soundtrack of Soul Calibur III's, focusing on a more western and medieval tone, this theme assists in creating the atmosphere for the battle between Seigfried and Nightmare (two of Soul Calibur's most famous icons)...

"I'm done... With nightmares!"

"Drown in a cesspool... Of Darkness!!"

A battle of the ages begins.







Crit 1: Understand how media producers define audiences for their products

Psychographics and Geodemographics

It’s important for media producers to define their audiences because if they didn’t they wouldn’t make as much profit, the game wouldn’t become as big and the producer would lose money rather than gain it.
Mainstream Game:
Call of Duty

Alternative Game:
Naughty Bear
Niche Game:
Odd World


Audience Profile:
Psychographics classifies an audience by their life styles, attitudes and values rather than how much their income is.

Succeeders: People who are successful and self-confident. They tend not to be aspirational products and follow their own ideas of what’s a good product.

Reformers: Creative, caring, altruistic, not brand conscious.

Aspires: People who just want to “get on”.

Mainstreamers: The largest segment. Conformers who buy “safe”, big brand products.

Strivers: Status oriented people who seek money, approval and social status. Obvious buyers of “aspirations” goods.

Explorers: Seek novelty and want to try new things. They are likely to be early adopters of completely new products.

Constrained: they are the reigned and struggling poor.

Alternative: Usually the opposite of mainstreamers.

Niche or specialist: Special interest of games.

Hipster: Someone who claims to like something before other people.

Fanboy: Someone who loves something and other people’s opinions are wrong


Of the aforementioned psychographics I would consider myself to be in the Succeeder category; my reason being that I am confident in my media purchases regardless of whether or not they’re popular with the masses or even my peers. When I buy any product it’s due to my own personal interest in that product and although I am not stubborn and may consider other people’s opinions on the item at hand, in the end the decision will be mine alone.

A few examples of the games I play are as follows:

· The Soul Blade/ Calibur series (this franchise I became a fan of at a very young age, I had seen a trailer of the first game and found it to be intriguing).

· Legend of Kay on the PlayStation 2, this game is another that I saw of trailer promoting and I just had to play it, even after being released not many of my peers had heard of let alone purchase it and so there was no influence when I bought it.

· Halo 3 on the Xbox 360, this game unlike the others is a very mainstream game and franchise however once again I only purchased this using my own initiative and for my own personal interest.


People that fit into the Reformer category doesn’t mind what types of games they play as long as they enjoy them; they’re usually not ones to be swayed by game reviews if they have played a the game’s predecessor or a similar game and they aren’t at all brand conscious ( e.g. liking a game because it’s made by Activision). An example of a game a Reformer might buy would be Ninja Gaiden 3 although it got quite a few bad reviews because they have played previous Ninja Gaiden games and liked them.

Gamers that fit into the Aspirers psychographic will usually play games that aren’t much of a challenge so that they can just have some casual fun; Asura’s Wrath being a perfect example because a large portion of the game uses QTE (Quick Time Events) that only requires a few button inputs whilst watching cut scenes.

Mainstreamers are quite boring in my opinion they only really play branded games that are popular with everyone else and won’t usually take the initiative to buy a game that they haven’t read or heard a review on, an example of a mainstream game would be: Call of Duty Black Ops (the COD franchise is one that is very popular with gamers in all regions.

An example of a Striver would be someone who would go out of their way to buy the latest game of a franchise e.g. Fifa 13 and probably spend extra money to buy the limited or collector’s edition just because then they can brag to other people about their purchase.

Explorers are as the name states usually enjoy game in which they can free roam large areas in games, an example of an Explorer being a game like Skyrim where players have a huge world to explore with many caves and dungeons to explore.

Constrained players will almost always find themselves on free games this varying between demo’s and trials or free to play games this because they don’t usually have the money to spend on other more expensive games although a lot of games that can be played for free can be good, most of them don’t really compare to games you’d have to purchase.

Alternative players you could say are the opposite of Mainstreamers, they make a habit of buying "risky" games (games that aren't all that popular but may be good). Games bought by Alternative players are likely to be ones that didn't do great in adverisment.
Niche gamers tend to have a special taste for certain games, for example: a person who might be interested in Japanese culture may be drawn to games like Okami where the visuals and setting are strongly influenced by (if not actually based on) Japan's landscape, traditions and mythology.
Hipsters usually seek out games that aren't at all popular to feel a sense of superiority for playing a game before the majority of other gamers. Due to Hipsters generally being "Anti-Mainsteam" they'll usually move onto less popular game titles than play the ones that have now become Mainstream.
Fanboys usually stick to the franchises they love and probably grew up with although that doesn't suggest they don' try to extend their horizon every now and then however their preferred games to play are usually ones within at specific franchise and they tend to purchase a lot of different titles within the same franchise, an example of this would be how a Super Mario game is released at least once a year and fanboys will most likely have bought and/or played several of these titles. Fanboys usually aren't all that good with drastic changes or inovation within their preferred franchises and onlin tend to attack new ideas.


Geodemographics

Geodemographics in gaming focuses on where gamers live in the world; knowing where your audience is from can be very useful for when trying to create and distribute games to them, helping optimise successful sales (selling them appropriate content).

Most players that you might meet or compete with online will probably be within one of the following countries: Unite Kingdom, USA, Holland, Spain, France and Japan (all of them being quite westernised).

Profile of the class
Name: Kyle Mallard
Age:17
Home area: Wythensaw
Music: alternative rock, metal
TV: British comedy
Film: Comedy, Action Adventure
Games: RPG, Beat'em up, Shooter, Fighting games
Guilty Pleasure: Final Fantasy 10-2

Name: Dane Coleman
Age: 20
Home area: Altrincham
Music: Anime soundtracks
TV: Anime
Film: Anime
Games: JRPG, RPG, RTS

Guilty Pleasure: Furry, Scaley

Name: Ben Seager
Age: 19
Home area: Altrincham
Music: Death metal, Heavy metal
TV: Comedy, Horror
Film: Action Adventure, comedy
Games: RPG, Shooters

Guilty Pleasure: Funk

Name: Ash Potts
Age: 19
Home area: Wythenshawe
Music: K-Pop, Metal
Film/TV: Comedy, Action
Games: RPG, Shooters, Fantasy

Guilty Pleasure: Two Worlds

Name: Casey White
Age: 18
Home Area: Wythenshawe
Music: Metal, Blues

Film/TV: Anime, Comedy
Games: RPG, Fighting, Sports

Guilty Pleasure: Feminine Shows/Movies


Western Europe

It is well known by worldwide that Western Europe are huge fans of the football sport and so it should be no surprise that Fifa is one the most popular franchises. In the western region of Europe, Fifa 13 has already sold


USA


Japan


South Korea


Middle East


North Africa


China


South America


Australia

In Australia the violence in video games is greatly reduced, things such as: bloodshed and corpses are heavily censored and/or removed. On this Youtube link below there’s an example of how Australia has censored the game ‘Left 4 Dead 2’; how they has toned down the amount of blood in the game and how they’ve made the corpses disappear.


The reason games in Australia are censored is because of their harsh laws when dealing with age restricted content. The top 3 sold games in Australia are:

· The Amazing Spiderman

· London 2012 Olympics

· Lego Batman 2