Robbing The Cradle
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Robbing The Cradle
"Robbing the Cradle" is a level in the 2004 game '' Thief: Deadly Shadows'', developed by Ion Storm. Unlike other levels in the game, it features a strong survival horror theme, in addition to the stealth gameplay typical of the ''Thief'' series. Players traverse an abandoned, haunted orphanage and mental asylum called the Shalebridge Cradle, while attempting to free the soul of a young girl from the building's captivity. The level was designed by Jordan Thomas and Randy Smith, with a soundscape composed by Eric Brosius. Using theories of interactive horror design developed by Smith in 2000, the team sought to create the scariest level ever to appear in a game. They took influence from works such as ''House of Leaves'', ''Session 9'' and the ''Silent Hill'' series, and they studied mental asylums and reportedly haunted buildings for inspiration. "Robbing the Cradle" was widely praised, and it has been described by publications such as ''Computer & Video Games'', ''PC Gamer UK'' ...
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Level (video Gaming)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multip ...
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BioShock
''BioShock'' is a 2007 first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 platforms in August 2007; a PlayStation 3 port by Irrational, 2K Marin, 2K Australia and Digital Extremes was released in October 2008. The game is set in 1960, and follows Jack who discovers the underwater city of Rapture. Built by business magnate Andrew Ryan to be an isolated utopia, the discovery of ADAM, a genetic material which grants superhuman powers, initiated the city's turbulent decline. Jack attempts to escape, fighting ADAM-obsessed enemies and Big Daddies, while engaging with the few sane humans that remain and learning of Rapture's past. The player, as Jack, can defeat foes in several ways by using weapons, utilizing plasmids that give unique powers, and by turning Rapture's defenses against them. ''Bioshock''s concept was de ...
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Beat (filmmaking)
In filmmaking, a beat is a small amount of action resulting in a pause in dialogue. Beats usually involve physical gestures like a character walking to a window or removing their glasses and rubbing their eyes. Short passages of internal monologue can also be considered a sort of internal beat. Beats are also known as "stage business". The word "beat" is industry slang that was derived from a famous Russian writer who told someone that writing the script was just a matter of putting all the bits together. In his heavy accent he pronounced bits as "beats". A beat sheet is a document with all the events in a movie script to guide the writing of that script. Beats as pacing elements Beats are specific, measured, and spaced to create a pace that moves the progress of the story forward. Audiences feel uneven or erratic beats. Uneven beats are the most forgettable or sometimes tedious parts of a film. Erratic beats jolt the audience unnecessarily. Every cinematic genre has a beat that ...
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Level Design
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multi ...
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Rock, Paper, Shotgun
''Rock Paper Shotgun'' (also rendered ''Rock, Paper, Shotgun''; short ''RPS'') is a UK-based website for reporting on video games, primarily for PC. Originally launched on 13 July 2007 as an independent site, ''Rock Paper Shotgun'' was acquired and brought into the Gamer Network, a network of sites led by ''Eurogamer'' in May 2017. Its editor-in-chief is Katharine Castle and its deputy editor is Alice Bell. Contributors ''Rock Paper Shotgun'' was founded by Kieron Gillen, Jim Rossignol, Alec Meer and John Walker in 2007. All four were freelancing for Future Publishing, and decided they wanted to create a website focused entirely on games for PC. Gillen announced that he would no longer be involved in posting the day-to-day content of ''Rock Paper Shotgun'' in 2010, focusing more on his work with Marvel Comics, but would continue to act as a director and occasionally write essay pieces for the site. Rossignol founded his own game studio Big Robot in 2010, but also continued ...
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Randy Smith - Game Developers Conference 2010 - Day 3
Randy is a given name, popular in the United States and Canada. It is primarily a masculine name. It was originally derived from the names Randall, Randolf, Randolph, as well as Bertrand and Andrew, and may be a short form (hypocorism) of them. ''Randi'' is approximately the feminine equivalent of Randy. People with the given name A * Randy Abbey (born 1974), Ghanaian media personality *Randy Adler (??–2016), American bishop *Randy Albelda (born 1955), American economist * Randy Allen (other), multiple people *Randy Ambrosie (born 1963), Canadian sports executive *Randy Anderson (1959–2002), American wrestling referee *Randy Angst, American politician *Randy Armstrong (other), multiple people *Randy Arozarena (born 1995), Cuban baseball player *Randy Asadoor (born 1962), American baseball player *Randy Atcher (1918–2002), American television personality *Randy Avent, American electrical engineer *Randy Avon (born 1940), American politician *Randy Awr ...
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Kieron Gillen
Kieron Michael Gillen (; born 30 September 1975) is a British comic book writer and former video game and music journalist. In comics, Gillen is known for ''Phonogram'' and ''The Wicked + The Divine'', both co-created with artist Jamie McKelvie and published by Image, as well as numerous projects for Marvel, such as ''Journey into Mystery'', ''Uncanny X-Men'', ''Young Avengers'' and '' Eternals''. In video game journalism, he is notable for creating the New Games Journalism manifesto. Career Journalism As a reviewer, Gillen has written for publications such as '' Amiga Power'' (under the pseudonym "C-Monster"), ''PC Gamer UK'', '' The Escapist'', ''Wired'', ''The Guardian'', ''Edge'', '' Game Developer'', ''Develop'', ''MCV/Develop'', '' GamesMaster'', ''Eurogamer'' and ''PC Format'', as well as the PC gaming-oriented website ''Rock Paper Shotgun'', which he co-founded in 2007. In 2000, Gillen became the first-ever video game journalist to receive an award from the Periodical P ...
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The Dark Project
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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Nonlinear Narrative
Nonlinear narrative, disjointed narrative, or disrupted narrative is a narrative technique, sometimes used in literature, film, video games, and other narratives, where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line. Most of the time, it is used to mimic the structure and recall of a character, but has been used for other reasons as well. Literature Beginning a non-linear narrative ''in medias res'' (Latin: "into the middle of things") began in ancient times and was used as a convention of epic poetry, including Homer's ''Iliad'' in the 8th century BC. The technique of narrating most of the story in flashback is also seen in epic poetry, like the Indian epic the ''Mahabharata''. Several medieval '' Arabian Nights'' tales such as "The City of Brass" a ...
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Eidos Interactive
Square Enix Limited (formerly Domark Limited and Eidos Interactive Limited) is a British subsidiary of the Japanese video game company Square Enix, acting as their European publishing arm. The company formerly owned ''Tomb Raider'', which was in development under CentreGold in 1996, and had acquired Crystal Dynamics in 1998, among numerous other assets, until 2022. Square Enix Limited and fellow group company Square Enix Incorporated shared "Phil" Rogers as CEO and other executives from 2013 to 2022. The company was founded as Domark in 1984 by Mark Strachan and Dominic Wheatley. In 1995, it was acquired by Eidos plc and merged with Simis and Big Red Software to create the subsidiary Eidos Interactive the following year. Ian Livingstone, who held a stake in Domark, became deputy chairman of Eidos and stayed in various roles, until his departure from the company in 2013. In 2005, Eidos plc was in turn acquired by British games publisher SCi. The combined company, SCi Entertainmen ...
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Garrett (character)
Garrett is a player character and the protagonist of the stealth games series ''Thief''. The character was introduced in '' Thief: The Dark Project'' in 1998. Multiple publications praised his character as one of top antiheroes in video games and even as one of gaming's best characters overall. Appearances As a child, Garrett was recruited into the Keepers but later left the organization, went into business for himself as a thief, and now uses his Keeper skills to steal from the rich. Using his skills to steal and kill on his way to get the big part of his mission In '' Thief: Deadly Shadows'' a large scar runs down one side of his face, the result of Viktoria plucking out one of his eyes in '' Thief: The Dark Project''. During the second and third games Garrett sees with a prosthesis mechanical eye, a piece of Mechanist technology given to him by the Hammerites at the end of ''The Dark Project''. The mechanical eye incorporates a zoom lens. At the end of ''Thief: Deadly Shado ...
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Thief Deadly Shadows Outer Cradle
Theft is the act of taking another person's property or services without that person's permission or consent with the intent to deprive the rightful owner of it. The word ''theft'' is also used as a synonym or informal shorthand term for some crimes against property, such as larceny, robbery, embezzlement, extortion, blackmail, or receiving stolen property. In some jurisdictions, ''theft'' is considered to be synonymous with ''larceny'', while in others, ''theft'' is defined more narrowly. Someone who carries out an act of theft may be described as a "thief" ( : thieves). ''Theft'' is the name of a statutory offence in California, Canada, England and Wales, Hong Kong, Northern Ireland, the Republic of Ireland, and the Australian states of South Australia Theft (and receiving). and Victoria. Theft. Elements The ''actus reus'' of theft is usually defined as an unauthorized taking, keeping, or using of another's property which must be accompanied by a ''mens rea'' of dishonesty ...
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