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Beneath a steel sky anita
Beneath a steel sky anita




beneath a steel sky anita

Each author considers an aspect of canonization and argues for a wider purview. The four authors in this colloquy interrogate issues of canons relating to video game music and sound from a variety of perspectives. Here, music plays an important role in terms of environmental storytelling, both as semiotic shorthand, and as a reflection of the affordances available to the inhabitants of the city.Ĭanons-of music, video games, or people-can provide a shared pool of resources for scholars, practitioners, and fans but the formation of canons can also lead to an obscuring or devaluing of materials and people outside of a canon. This article draws connections between these two underexplored areas and analyses the musical characterisation of class in the 1994 cyberpunk adventure game, which takes places largely in a literally stratified metropolis where the three levels of the city act as representations of the three social classes. Furthermore, the relationship between video game music and socio-cultural aspects of video game studies is also rarely examined beyond issues of race, ethnicity, and cultural appropriation.

beneath a steel sky anita

While other issues of representation have been studied extensively within game studies (gender representation in particular), the representation of class remains an underexplored area.

beneath a steel sky anita

This article proposes Revolution Software’s Beneath a Steel Sky (1994) as a starting point for the analysis of the relationship between music and social class in video games.






Beneath a steel sky anita