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This book offers the first close examination of the game Death
Stranding's narrative The book also incorporates a strong
foundation in game studies, most especially related to the concepts
of immersion and embodiment The focus of the book lies in
considering how Death Stranding expands on the themes of ruin,
longing, and the need for connection, and whether a reconciliation
- on a community level, national level, or even global level -
might be possible This book will appeal to scholars in a variety of
disciplines in the Humanities and the Social Sciences, from video
game studies and media studies to English, history, philosophy, and
popular culture
This book explores the video game Metal Gear Solid V's exploration
of trauma and posttraumatic stress disorder (PTSD) through a
careful analysis of its thematic elements and characters. It also
considers the game's complex take on post-9/11 history. Metal Gear
Solid V consists of two interrelated titles, Ground Zeroes and The
Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative
exploring America's use of Guantanamo Bay and the extraordinary
rendition program as tools in the War on Terror. The Phantom Pain
is examined as a work exploring post-9/11 in trauma, especially in
returning soldiers. The characters appearing in both games are
given substantial consideration and analysis as embodiments of
different forms of PTSD and trauma. This book appeals especially to
those interested in video game study, to those who are enthusiasts
of video games, and those interested in post-9/11 narratives.
This book explores video games as important cultural artifacts and
as sources of powerful, compelling storytelling. It begins by
considering the fundamental structures of video games-including
immersion and player agency-and deepens the exploration of such
elements by considering how each plays a role in storytelling. The
book moves from the theoretical to the practical by considering
numerous modern games and the stories they tell through careful,
considered analysis of each title's story. Games considered at
length include the Mass Effect series, BioShock, The Last of Us and
many more. The book also explores genres like the visual novel,
which are less frequently considered in video game study. What
emerges from this book, which appeals to academics, game
enthusiasts, and the general public, is the importance of
considering video games as serious and important sources of
storytelling exploring complex thematic subjects like identity,
morality, and the impact of player choice.
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