industryterm:interactive media

  • Doki Doki Literature Club is an uncontrollably horrific visual novel
    https://www.polygon.com/2017/10/22/16512204/doki-doki-literature-club-pc-explained

    Although it looks like a dating sim, Doki Doki Literature Club is a free-to-play, psychological horror game, produced by indie studio Team Salvato. Since its release, the game has earned a reputation as an innovative scare. It’s a slow burn that begins with you and group of cute girls who must prove that their literature club is worth becoming an official school organization. Of course, your protagonist is hoping to forge new bonds with some of them along the way. The game encourages you to pick a girl to write a poem for, and depending on your choices, you may draw closer to the club’s charming, sweet members.

    A typical scene from early on in Doki Doki Literature Club. Team Salvato
    Eventually, true to the game’s advertised content warnings (which you should take seriously, by the way), Doki Doki Literature Club leads you down a dark path, leading to the shocking and emotional death of one character. But in the same moment that it rips your heart open, the game instantly takes a much more unusual twist.

    After this initial playthrough ends and the main menu restarts, the dead character’s image is pixelated and warped, as if her death affected the game client itself. The save files become inaccessible, forcing the player into a new game. If and when the player moves ahead to begin this new file, the game seems to react at any hint of this former character, and the client loudly glitches and morphs until it seems satisfied with its outcome.

    Soon into the next run-through, the client repeatedly takes control of itself, speeding through text and tacking on unusual images to create grotesque jump scares. But the reality of a sentient game client becomes nightmare fuel on its own.

    To make matters worse, in the moment of the character’s death, keen eyes will notice that the game directs the player outside of the client by naming a specific game file, alluding to an outside force changing the game’s universe. It becomes a terrifying mystery, weaving in and out between the in-game plot and the game files’ cryptic implications: What happened to Doki Doki Literature Club?

    As I crawled into this “second run,” I wasn’t just horrified; I was mentally trapped in the game’s world and its antics. But I still wanted to dive back in, and I spent time with myself to understand what I had to overcome in order to continue the game. In the process, I realized how Doki Doki Literature Club utilizes an underrated aspect of the horror experience: control, or the lack thereof.

    On a basic level, the fear of fear (the anticipation, in a word) is what makes horror as a genre so difficult for many people. In interactive media, you’re especially aware of how you’re prompting the horrors by progressing through the work. Worse, a game can mask the world around you in highly efficient ways, bringing down your guard before a good scare. You can start crawling into a space before getting dragged out, or you can open a door that seemed safe before and encounter a new monster. The point of many games becomes, then, that fear often makes you lose control, and just as often, loss of control makes you lose the game.

  • Israel launches information war against Hezbollah - Israel News, Ynetnews
    http://www.ynetnews.com/articles/0,7340,L-4404887,00.html

    L’armée israélienne lance un site internet anti hezbollah qui montre ces derniers comme une armée des plus puissantes, avec de sombres desseins maléfiques.

    The website is the product of Israel’s new interactive media branch, a spin-off from the IDF Spokesman’s Unit. Lieutenant Colonel Avital Leibovich, the head of the new branch, says some 30 soldiers work there, and put out content in English, Hebrew, Arabic, French, Spanish and Russian. Two of the soldiers, she says, are native Egyptians who moved to Israel about seven years ago.
     
    “This is the first time a military invests in such a platform using confidential information.” Leibovich told The Media Line. “When information will be interesting and high quality it will create a buzz about Hezbollah, and raise awareness about this organization that is sitting on our border with 60,000 rockets (pointed in Israel’s direction).”
     
    Leibovich said some of the information came from classified sources, including combat intelligence troops based on the Lebanese border.
     
    Anti-Hezbollah propaganda
    On the other side of the border, however, Lebanese journalists were not impressed with the website.
     
    “This is the kind of information that any person can get on the web,” Farid Chedid, the editor of Lebanon Wire told The Media Line. “There is nothing new – it’s just a compilation of anti-Hezbollah propaganda.”

    Avec des précisions de Jason Ditz

    Israel Steps Up Information War Against Hezbollah — News from Antiwar.com
    http://news.antiwar.com/2013/07/14/israel-steps-up-information-war-against-hezbollah

    The efforts to paint Hezbollah as some sort of new “threat” to Israeli interests has led the Israeli military’s “interactive media branch” to launch a new Hezbollah web site hyping the militia’s size and claiming it has plans to destroy all Jews, everywhere, as part of an Iran-backed plot.